<?xml version="1.0"?>
<Projectiles>




	<!-- PLEASE do not mix and match projectiles from different categories. Use the   -->
	<!-- correct projectile type for the unit type you are working on - this helps    -->
	<!-- with balance issues.  THANKS!	                                              -->
	
	
	
	
	
	<!-- Space Ship Projectiles USE THESE ONLY FOR SPACE UNITS!!!-->

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Generic" Description="Generic small space-based laser bolt template">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>6.0</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Object_Detonation_Particle>Small_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>


	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Red" Description="Rebel small space-based laser bolt">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALL.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Red_X2" Description="Rebel small space-based laser bolt w/ boosted damage">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>6.0</Projectile_Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Green" Description="Empire small space-based laser bolt">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_MEDIUM.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.2</Projectile_Width>
		<Projectile_Length>12.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1800.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Medium_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>160</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
		
	<Projectile Name="Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_lucky.alo</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>50.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1800.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>16.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Medium_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>160</AI_Combat_Power>
		<SFXEvent_Fire>Unit_Torpedo_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
		
	<Projectile Name="Proj_Ion_Cannon_Medium_Laser_Blue">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Red</Variant_Of_Existing_Type>
		
		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>
		<Projectile_Custom_Render>0</Projectile_Custom_Render>
	
		<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Ion_Stun_Duration>1.0</Projectile_Ion_Stun_Duration>
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.5</Projectile_Ion_Stun_Speed_Reduction_Percent>
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.5</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>
		
		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>300</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect> Stunned_Infantry </Projectile_Stun_Spawn_Effect> 									
		<Projectile_Stun_Victims_Category_Mask> All </Projectile_Stun_Victims_Category_Mask>
	
		<Damage_Type>Damage_Fighter</Damage_Type>
		<Projectile_Damage>50.0</Projectile_Damage>							
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>	 <!-- knocks shields down -->
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage> <!-- does not do physical damage -->
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
        <SFXEvent_Fire>Unit_Ion_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

	</Projectile>
	
	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_MEDIUMG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.2</Projectile_Width>
		<Projectile_Length>12.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>   <!-- half -->
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Medium_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle> Projectile_Shield_Absorb_Medium </Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>160</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_LARGE.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.6</Projectile_Width>
		<Projectile_Length>20.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>  <!-- half -->
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Medium_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_LARGEG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.6</Projectile_Width>
		<Projectile_Length>20.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>   <!-- half -->
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Medium_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Green_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_Small">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>2</Projectile_Width>
		<Projectile_Length>5</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_IonCannon </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>900.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>20.0</Projectile_Disable_Engines_Duration>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Ion_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_IonCannon </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_Large">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_IonCannon_LRG </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Ion_Cannon_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Ion_Cannon_Large</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Ion_Cannon_Large</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>24.0</Projectile_Damage>
	</Projectile>


	<Projectile Name="Proj_Ship_Proton_Torpedo">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>238,71,54,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Proton_Torp </Damage_Type>
		<Max_Speed>5</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance> <!-- was 1200 -->
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>	<!-- was 750, changed so it doesn't reacquire targets -->
		<Projectile_Damage>40.0</Projectile_Damage>   <!-- double -->
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Conc_Missile_Detonation_Particle </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>
	
	<!-- Split off from Proton Torpedo to avoid 5x damage vs. cap ships, etc. -->
	<Projectile Name="Proj_Ship_Proton_Torpedo_Light">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<Damage_Type> Damage_Proton_Torp_Light </Damage_Type>
	</Projectile>

	<Projectile Name="Proj_Ship_Proton_Torpedo_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<Projectile_Damage>24.0</Projectile_Damage>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
	</Projectile>


	<Projectile Name="Proj_Ship_Concussion_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Con_Missile </Damage_Type>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>	<!-- was 750, changed so it doesn't reacquire targets -->
		<Projectile_Damage>9.0</Projectile_Damage>   <!-- half -->
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Concussion_Missile_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Concussion_Missile_Satellite">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Max_Speed>8.5</Max_Speed>
		<Scale_Factor>1.5</Scale_Factor>
		<Projectile_Damage>25.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Concussion_Missile_Bossk">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
		<Scale_Factor>1.0</Scale_Factor>
		<Projectile_Damage>23.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Concussion_Missile_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Scale_Factor>1.5</Scale_Factor>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
	</Projectile>



	<Projectile Name="Proj_Ship_Turbolaser_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>139,230,104,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Turbolaser </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>45.0</Projectile_Damage>  <!-- tripple -->
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Large_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Turbolaser_Green_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Green_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>18.0</Projectile_Damage>
	</Projectile>





	<Projectile Name="Proj_Ship_Turbolaser_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>238,71,54,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Turbolaser </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>45.0</Projectile_Damage>  <!-- tripple -->
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Large_Damage_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Red_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Red</Variant_Of_Existing_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
	</Projectile>

	<!-- MAY BE OBSOLETE -->
	<Projectile Name="Proj_DS_Superlaser">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_LARGEG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.3</Projectile_Width>
		<Projectile_Length>19.4</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Default </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>30000.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>500</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Huge_Explosion_Space </Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600000</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Diamond_Boron_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>2.0</Scale_Factor>
		<Damage_Type> Damage_Diamond_Missile </Damage_Type>
		<Max_Speed>7.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		
		<Projectile_Rocket_Curve_Distance>500</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>0</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>500</Projectile_Rocket_Straight_Distance>

		<Projectile_Max_Flight_Distance>5000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>2000.0</Projectile_Max_Scan_Range>
		<Explode_When_Reached_Target_Radius> Yes </Explode_When_Reached_Target_Radius>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Damage>150</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 150 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 200 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>DB_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>DB_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>DB_Missile_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Diamond_Boron_Missile_Barrage">
		<Variant_Of_Existing_Type>Proj_Ship_Diamond_Boron_Missile</Variant_Of_Existing_Type>
		
		<!-- Scatter radius and damage -->
		<Projectile_Blast_Area_Damage> 150 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 200 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<!-- determines the range of barrage mode -->
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		
		<!-- Make it fly faster so that the barrage mode is more dynamic and has more effect -->
		<Max_Speed>12.0</Max_Speed>
	</Projectile>
	
	<!-- Infantry Projectiles USE THESE ONLY FOR INFANTRY UNITS!!! -->
	<Projectile Name="Proj_Hand_Blaster_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Hand </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>2.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Hand_Blaster_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Hand </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>2.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Plex_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type> Damage_PLEX </Damage_Type>
		<Max_Speed>9.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>10</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>0</Projectile_Rocket_Straight_Distance>

		<Projectile_Target_Point_On_Terrain> False </Projectile_Target_Point_On_Terrain>
		<Projectile_Max_Flight_Distance>320.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>210.0</Projectile_Max_Scan_Range>
		
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>15.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>5.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Infiltrator_Blaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Damage_Type> Damage_Sniper </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>80.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<!-- Darth Vader's invisible bullet projectile that is fired from swinging his lightsaber -->
	<Projectile Name="Proj_Lightsaber">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Lightsaber </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>76.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Vader">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>100.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Adept">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>25</Projectile_Damage>
	</Projectile>
	
	<Projectile Name="Proj_Lightsaber_Luke">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>75</Projectile_Damage>
	</Projectile>
	
	<Projectile Name="Lukes_Light_Saber">  <!--Saber Throw-->
        <Text_ID>TEXT_NONE</Text_ID>
        <Land_Model_Name>RI_saber_spin.ALO</Land_Model_Name>
        <Scale_Factor>2.0</Scale_Factor>
        <Max_Speed>8.0</Max_Speed>
        <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
        <Projectile_Category>LIGHT_SABER</Projectile_Category>
        <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
        <Projectile_Rocket_Straight_Distance>250</Projectile_Rocket_Straight_Distance>
        <Projectile_Max_Flight_Distance>250.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>13.0</Projectile_Damage>
		<Projectile_Stun_Radius>23</Projectile_Stun_Radius>
		<Damage_Type> Damage_Lightsaber </Damage_Type>
		<Projectile_SFXEvent_Detonate>Unit_Light_Saber_Hit</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Light_Saber_Hit </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

    </Projectile>
	
	<Projectile Name="Proj_Lightsaber_Yoda">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>90</Projectile_Damage>
	</Projectile>
	
	<!-- Invisible bullet projectile that is fired from swinging force pike for Imperial Guards -->
	<Projectile Name="Proj_Force_Pike">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Force_Pike </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Special_Han_Solo_Stun_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>SFX_Stun_Grenade_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Object_Detonation_Particle>Tani_Stun_Particles</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Tani_Stun_Particles</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Tani_Stun_Particles</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>0</AI_Combat_Power>
		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>600</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>150</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect> Han_Solo_Target_Stun_Effect </Projectile_Stun_Spawn_Effect> 									
		<Projectile_Stun_Victims_Category_Mask> Vehicle | Structure </Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII </Projectile_Stun_Victims_Unit_Types>
	</Projectile>
	
	<!-- Obiwans's special invisible heal blast projectile that is created by his area effect heal special power, instantly detonates to heal those nearby -->
	<Projectile Name="Proj_Special_Obiwan_Instant_Heal_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage> <!-- No damage, stun blast -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Area_Heal</Projectile_SFXEvent_Detonate>							<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Force_Instant_Heal_Particles</Projectile_Object_Detonation_Particle>		 	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Force_Instant_Heal_Particles</Projectile_Ground_Detonation_Particle>		 	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Force_Instant_Heal_Particles</Projectile_Lifetime_Detonation_Particle> 	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Heal specifics -->
		<Projectile_Instant_Heal_On_Detonation> Yes </Projectile_Instant_Heal_On_Detonation>
		<Projectile_Instant_Heal_Duration_Frames> 90 </Projectile_Instant_Heal_Duration_Frames>
		<Projectile_Instant_Heal_Radius> 300 </Projectile_Instant_Heal_Radius>
		<Projectile_Instant_Heal_Spawn_Effect> Unit_Healed_Particles </Projectile_Instant_Heal_Spawn_Effect> 
		<Projectile_Instant_Heal_Targets_Category_Mask> Infantry | LandHero </Projectile_Instant_Heal_Targets_Category_Mask>
		<Projectile_Instant_Heal_Health_Increase> 200 </Projectile_Instant_Heal_Health_Increase>	 <!-- Heals X health instantly -->
	</Projectile>

	<!-- Obiwans's special invisible targeted invulnerability projectile that is created by his targeted invulnerability special power, instantly detonates to effectthose nearby -->
	<Projectile Name="Proj_Special_Obiwan_Instant_Invulnerability_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage> <!-- No damage -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>	
		<Projectile_SFXEvent_Detonate>Unit_Force_Distract</Projectile_SFXEvent_Detonate>					<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Distract_Particles</Projectile_Object_Detonation_Particle>			<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Distract_Particles</Projectile_Ground_Detonation_Particle>			<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Distract_Particles</Projectile_Lifetime_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Invulnerability on friendly specifics 
			Note that this ability now works like a simple targetted ability.
			If we change that, it be an inconsistant ability in that it behaves 
			like area of effect at range, but is targeted on a unit.  Also,
			Obiwan's AI will need be be rewritten if this is changed. SCC -->
		<Projectile_Cause_Invulnerability_On_Detonation> Yes </Projectile_Cause_Invulnerability_On_Detonation>
		<Projectile_Cause_Invulnerability_Duration_Frames> 300 </Projectile_Cause_Invulnerability_Duration_Frames>
		<Projectile_Cause_Invulnerability_Radius> 0.0 </Projectile_Cause_Invulnerability_Radius>
		<Projectile_Cause_Invulnerability_Max_Targets> 1 </Projectile_Cause_Invulnerability_Max_Targets>
		<Projectile_Cause_Invulnerability_Spawn_Effect> Invulnerable_Small </Projectile_Cause_Invulnerability_Spawn_Effect> 	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Cause_Invulnerability_Targets_Category_Mask> Infantry | LandHero | Vehicle | Structure </Projectile_Cause_Invulnerability_Targets_Category_Mask>
	</Projectile>

	<!-- Emperor Palpatines's special Dark Side Force corruption/conversion blast projectile that is created by his area effect convert special power, instantly detonates to convert those nearby -->
	<Projectile Name="Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage> <!-- No damage, stun blast -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Convert</Projectile_SFXEvent_Detonate>						 <!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Emperor_Force_Convert_Particles</Projectile_Object_Detonation_Particle>		 <!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Emperor_Force_Convert_Particles</Projectile_Ground_Detonation_Particle>		 <!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Emperor_Force_Convert_Particles</Projectile_Lifetime_Detonation_Particle> <!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Convert enemy specifics -->
		<Projectile_Convert_Enemy_On_Detonation> Yes </Projectile_Convert_Enemy_On_Detonation>
		<Projectile_Convert_Enemy_Radius> 100 </Projectile_Convert_Enemy_Radius>
		<Projectile_Convert_Enemy_Spawn_Effect> Stun_Particles </Projectile_Convert_Enemy_Spawn_Effect> 					<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Convert_Enemy_Targets_Category_Mask> Infantry | Vehicle </Projectile_Convert_Enemy_Targets_Category_Mask>
	</Projectile>

	<!-- Emperor Palpatines's special Dark Side Force corruption/conversion blast projectile that is created by his area effect convert special power, instantly detonates to convert those nearby -->
	<Projectile Name="Proj_Special_Mara_Corrupt_Blast">
		<Variant_Of_Existing_Type>Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast</Variant_Of_Existing_Type>
		<Projectile_Convert_Enemy_Targets_Category_Mask> Infantry </Projectile_Convert_Enemy_Targets_Category_Mask>
		<Projectile_Convert_Enemy_Radius> 100 </Projectile_Convert_Enemy_Radius>
	</Projectile>

	<!-- Special land projectile to instantly detonate and reveal the map via the "FOW Reveal Ping" unit ability -->
	<Projectile Name="Proj_Special_Land_FOW_Reveal_Ping_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL </Behavior> <!-- REVEAL for FOW -->

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range> <!-- REVEAL for FOW -->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <!-- REVEAL for FOW -->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage> <!-- No damage, FOW reveal -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>					<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>0</AI_Combat_Power>
		
		<!-- Oksana: enemy should not be able to see this particle effect. Use this flag with caution - ask me why. -->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>

	<!-- Special space projectile to instantly detonate and reveal the map via the "FOW Reveal Ping" unit ability -->
	<Projectile Name="Proj_Special_Space_FOW_Reveal_Ping_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL </Behavior> <!-- REVEAL for FOW -->

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range> <!-- REVEAL for FOW -->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <!-- REVEAL for FOW -->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage> <!-- No damage, FOW reveal -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>					<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle />
		<AI_Combat_Power>0</AI_Combat_Power>
		
		<!-- Oksana: enemy should not be able to see this particle effect. Use this flag with caution - ask me why. -->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>

	<Projectile Name="Proj_Wookiee_Bowcaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Wookiee </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Hand_Jawa_Ion_Blaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Jawa </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>3</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ewok_Rock">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_EWOK_ROCK.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Hand </Damage_Type>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Flight_Distance>80.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>2.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
	</Projectile>

	<Projectile Name="Proj_Gungan_Energy_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_GUNGAN_PROJECTILE.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_StickyBomb </Damage_Type>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>100.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage> 15 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 20 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>

	<Projectile Name="Proj_Sand_Person_Rifle">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Damage_Type> Damage_Sniper </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>		
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Geonosian_Sonic_Blaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Sonic_Blaster</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>3</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>57,0,244,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Pyngani_Carbonite_Gun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Hand </Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>2</Projectile_Width>
		<Projectile_Length>4</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>53,134,255,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		
		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>300</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>20</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask> Vehicle | Infantry </Projectile_Stun_Victims_Category_Mask>
		
	</Projectile>








	
	<!-- Ground Vehicle/Turret Projectiles USE THESE ONLY FOR GROUND VEHICLES OR TURRETS!!! -->



	<Projectile Name="Proj_Blaster_Cannon_Green"> <!-- used by pirate skiff -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>13.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Cannon </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>80</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Generic_Small_Red"> <!-- Generic base for red blaster bolts -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Cannon </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Blaster_Cannon_Red"> <!-- used by AT-AT -->
		<Variant_Of_Existing_Type>Proj_Generic_Small_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Blaster_Cannon_Red_T2B"> <!-- used by T2B -->
		<Variant_Of_Existing_Type>Proj_Generic_Small_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>7.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>
		<Damage_Type> Damage_Blaster_T2B </Damage_Type>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_ATST_Blaster_Cannon_Red"> <!-- used by AT-ST -->
		<Variant_Of_Existing_Type>Proj_Generic_Small_Red</Variant_Of_Existing_Type>
		<Damage_Type> Damage_ATST </Damage_Type>
		<Projectile_Blast_Area_Range>25.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>4.0</Projectile_Blast_Area_Damage>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="AT_ST_Barrage"> <!-- used by AT-ST -->
		<Variant_Of_Existing_Type>Proj_Generic_Small_Red</Variant_Of_Existing_Type>
		<Projectile_Width>0.8</Projectile_Width>
		<Damage_Type> Damage_ATST </Damage_Type>
		<Projectile_Length>2.0</Projectile_Length>
		<Projectile_Blast_Area_Range>35.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>8.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>150.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>3.0</Projectile_Damage>
		<AI_Combat_Power>80</AI_Combat_Power>
		<Projectile_Lifetime_Detonation_Particle>Medium_Damage_Land</Projectile_Lifetime_Detonation_Particle>
	</Projectile>

	<Projectile Name="Proj_Flak_Pod"> <!-- Used by AT-AA -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_FLACK_POD.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Scale_Factor>2.0</Scale_Factor>
		<Damage_Type> Damage_Flak_Pod </Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>
		
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 15 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 75 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Anti_Air_Small_Explosion_SFX </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Death_SFXEvent_Start_Die>Unit_Anti_Air_Explosion_SFX</Death_SFXEvent_Start_Die>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Flak_Pod_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Pod_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Pod_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
		
	</Projectile>
	
	<Projectile Name="Proj_HRB_Cannon_Green"> <!-- used by empire anti-inf turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Damage_Type> Damage_AI_Turret </Damage_Type>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>1.5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Mauler_Cannon_Green"> <!-- used by tie mauler -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Damage_Type> Damage_TIE_Mauler </Damage_Type>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>1.5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Swamp_Speeder_Cannon_Red"> <!-- used by swamp speeder -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Damage_Type> Damage_TIE_Mauler </Damage_Type>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>1.5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_HRB_Cannon_Red"> <!-- used by rebel & pirate anti-inf turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Damage_Type> Damage_AI_Turret </Damage_Type>
		<Projectile_Damage>14.0</Projectile_Damage>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>1.5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ground_Laser_Cannon_Red">  <!-- used by AT-AT & pirate / rebel anti-vech turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_MEDIUM.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>10.4</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Laser_GRND </Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>18.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>160</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ground_Laser_Cannon_Red_DT3">
		<Variant_Of_Existing_Type>Proj_Ground_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Damage_Type> Damage_2M_Repulsortank </Damage_Type>
	</Projectile>

	<Projectile Name="Proj_Veers_AT_AT_Max_Power_Laser_Red">
		<Variant_Of_Existing_Type>Proj_Ground_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Max_Speed>60.0</Max_Speed>
		<Projectile_Width>3.0</Projectile_Width>
		<Projectile_Length>20.0</Projectile_Length>
	 	<Projectile_Damage>0.0</Projectile_Damage>							 <!-- does more physical damage -->
		<Projectile_Blast_Area_Damage> 40 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 60 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Object_Detonation_Particle>Veers_Maximum_Firepower_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Veers_Maximum_Firepower_Explosion_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Veers_Maximum_Firepower_Explosion_Land</Projectile_Ground_Detonation_Particle>
	</Projectile>

	<Projectile Name="Proj_Snowspeeder_Laser_Cannon">
		<Variant_Of_Existing_Type>Proj_Ground_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Airspeeder</Damage_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ground_Laser_Cannon_Red_T4B">
		<Variant_Of_Existing_Type>Proj_Ground_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Damage_Type> Damage_Laser_T4B </Damage_Type>
	</Projectile>
	
	<Projectile Name="Proj_Ground_Laser_Cannon_Red_ATAT">
		<Variant_Of_Existing_Type>Proj_Ground_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Damage_Type>Damage_ATAT</Damage_Type>
		<Projectile_Damage>25.0</Projectile_Damage>
	</Projectile>	

	<Projectile Name="Proj_Ground_AV_Turret_Laser_Green"> <!-- used by empire AV turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>10.4</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_AV_Turret </Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>160</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ground_AV_Turret_Laser_Red"> <!-- used by Rebel AV turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_MEDIUM.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>10.4</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_AV_Turret </Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>160</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_M1_Laser_Cannon">
		<Variant_Of_Existing_Type>Proj_Ground_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>9.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ground_Proton_Torpedo">  <!-- used by MPTL -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_proton_projectile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Damage_Type> Damage_Proton_GRND </Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MPTL_Rocket</Projectile_Category>
		
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>7</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Explode_When_Reached_Target_Radius> True </Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain> True </Projectile_Target_Point_On_Terrain>
		
		<Projectile_Max_Flight_Distance>720.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage> 20 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 60 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Conc_Missile_Detonation_Particle</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ground_Proton_Torpedo_ZC_Turret">
		<Variant_Of_Existing_Type>Proj_Ground_Proton_Torpedo</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Damage> 30 </Projectile_Blast_Area_Damage>
	</Projectile>
	
	<Projectile Name="Proj_T4B_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type> Damage_Con_Missile_T4B </Damage_Type>
		<Max_Speed>6.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>15</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 10 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 40 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ground_SPMAT_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_spmat_shot.ALO</Land_Model_Name> <!-- This should be blue -->
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_SPMAT_Grenade </Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>1.636363636</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>1.0</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<!--  <Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance> -->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>  <!-- Oksana: give it a few minutes... generally, it will die of collision. -->
		
		<Projectile_Damage>50.0</Projectile_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Blast_Area_Damage>90.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30.0</Projectile_Blast_Area_Range>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Spmat_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Spmat_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>
	
	<!-- Special Structure Projectiles USE THESE ONLY ON SPECIAL STRUCTURES!!! -->
	<Projectile Name="Proj_Hypervelocity_Gun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_hyper_gun_slug.ALO</Land_Model_Name>
		<Space_Model_Name>p_hyper_gun_slug.ALO</Space_Model_Name>
		<Damage_Type> Damage_Hyper_Gun </Damage_Type>
		<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<!-- CAN'T have acceleration on projectile - will not work with INTERCEPT CODE!!!! -->
		<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
		<Projectile_Max_Flight_Distance>50000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>300.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>60000</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ion_Cannon_Planetary">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_ion_cannon00.alo</Land_Model_Name>
		<Space_Model_Name>P_ion_cannon00.alo</Space_Model_Name>
		<Damage_Type> Damage_Ion_Planet </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>400.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		
		<!-- CAN'T have acceleration on projectile - will not work with INTERCEPT CODE!!!! -->
		<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
		
		<Projectile_Max_Flight_Distance>150000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>15000.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>10.0</Projectile_Disable_Engines_Duration>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>40000</AI_Combat_Power>

		<!-- Stun specifics -->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Duration>30.0</Projectile_Ion_Stun_Duration> <!-- must be same as Projectile_Disable_Engines_Duration in this case -->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent> <!-- almost total speed reduction -->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.8</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!-- fire rate reduced to 20% -->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>
	</Projectile>
	
	<Projectile Name="Proj_Ground_Turbolaser_Green">
		<Projectile_Texture_Slot>0,3</Projectile_Texture_Slot>
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_turbolaser_burst_med00_green.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Turbo_GRND </Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>150.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ground_Turbolaser_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_turbolaser_burst_med00.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Turbo_GRND </Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<!-- Oksana: no such category!!! defaulting to "none" -->
		<Projectile_Category>Laser</Projectile_Category>  
		
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>150.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Laser_Cannon_Garm">
		<Variant_Of_Existing_Type>Proj_Ground_Turbolaser_Red</Variant_Of_Existing_Type>
		<Damage_Type>Damage_ATAT</Damage_Type>
		<Projectile_Damage>45.0</Projectile_Damage>
	</Projectile>	
	
	<Projectile Name="Magnepulse_Blob">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_magnepulse_shot.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>3.0</Scale_Factor>
		<Max_Speed>40</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<!--  <Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance> -->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>  <!-- Oksana: give it a few minutes... generally, it will die of collision. -->
	
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Magnepulse_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Magnepulse_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Magnepulse_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>450</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>200</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Skirmish_Magnepulse</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask> Vehicle </Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII </Projectile_Stun_Victims_Unit_Types>
		<Projectile_SFXEvent_Detonate>SFX_Magnepulse_Detonation</Projectile_SFXEvent_Detonate>

		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Magnepulse_Blob_Skirmish">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_magnepulse_shot.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type> Damage_Default </Damage_Type>
		<Scale_Factor>3.0</Scale_Factor>
		<Max_Speed>40</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<!--  <Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance> -->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>  <!-- Oksana: give it a few minutes... generally, it will die of collision. -->
	
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Magnepulse_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Magnepulse_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Magnepulse_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>510</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>200</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Skirmish_Magnepulse</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask> Vehicle </Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types> Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII </Projectile_Stun_Victims_Unit_Types>
		<Projectile_SFXEvent_Detonate>SFX_Magnepulse_Detonation</Projectile_SFXEvent_Detonate>

		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<!-- Bombing Run Projectiles: Use these for bombing runs only! -->
	<Projectile Name="Proj_TIE_Bomber_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_THERMAL_DETONATOR.ALO</Land_Model_Name>
		<Scale_Factor>2.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type> Damage_Bomb </Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior> PROJECTILE </Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate> 0.20 </Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage> 50.0 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 100.0 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>50.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Large_Explosion_Land </Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle> Large_Explosion_Land </Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle> Large_Explosion_Land </Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="TIE_Bomber_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_empire.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type> Damage_Bomb </Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior> PROJECTILE </Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate> 0.20 </Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage> 125.0 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 100.0 </Projectile_Blast_Area_Range>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Empire_Bombing_Run_Explosion_Land </Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle> Empire_Bombing_Run_Explosion_Land </Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle> Empire_Bombing_Run_Explosion_Land </Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Skipray_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_underworld.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type> Damage_Bomb </Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior> PROJECTILE </Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate> 0.20 </Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage> 125.0 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 100.0 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> underworld_Bombing_Run_Explosion_Land </Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle> underworld_Bombing_Run_Explosion_Land </Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle> Empire_Bombing_Run_Explosion_Land </Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Y_Wing_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_rebel.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type> Damage_Bomb </Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior> PROJECTILE </Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate> 0.20 </Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage> 125.0 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 100.0 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle> Rebel_Bombing_Run_Explosion_Land </Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle> Rebel_Bombing_Run_Explosion_Land </Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle> Rebel_Bombing_Run_Explosion_Land </Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<!-- Slave I's Harmonic bomb -->
	<Projectile Name="Proj_Harmonic_Bomb_Slave_I">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_seismic_bomb00.alo</Land_Model_Name>
		<Space_Model_Name>p_seismic_bomb00.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>0.0</Max_Speed>
		<Damage_Type> Damage_StickyBomb </Damage_Type>
		<Scale_Factor>3.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>STATIC_BOMB</Projectile_Category>
		<Projectile_Blast_Area_Range>600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Grenade_Sticks_On_Collision>no</Projectile_Grenade_Sticks_On_Collision>
		<Projectile_Damage>300.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Death_Explosions> Harmonic_Bomb_Explosion_Slave_I </Death_Explosions>
		<Death_SFXEvent_Start_Die> SFX_Sizemic_Detonation </Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
        <Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>
		
		<!-- detonation particle and SFX -->
		<Projectile_Object_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Object_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate> </Projectile_SFXEvent_Detonate>

	</Projectile>

	<Projectile Name="Proj_Construction_Pod_Detonation">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>3000.0</Projectile_Blast_Area_Damage><!-- jdg was 175 -->
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!-- <Projectile_Blast_Area_Max_Victims>1.0</Projectile_Blast_Area_Max_Victims> //to create a delay/chain effect, only damage one at a time -->
		<Projectile_Blast_Area_Immune_Faction> Rebel </Projectile_Blast_Area_Immune_Faction>

		<Damage_Type>Damage_Bomb</Damage_Type>
		<Projectile_Damage_Delay_Secs>.5</Projectile_Damage_Delay_Secs>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		
	</Projectile>
	
	<!-- jdg using this guy in an expansion corruption mission, making player immune to damage -->
	<Projectile Name="Proj_Construction_Pod_Detonation_Underworld_Immune">
		<Variant_Of_Existing_Type>Proj_Construction_Pod_Detonation</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Immune_Faction> Underworld </Projectile_Blast_Area_Immune_Faction>
		
	</Projectile>

	<!-- speeder bike dropped bomb -->
	<Projectile Name="Proj_Speeder_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_smallbomb.ALO</Land_Model_Name>
		<Space_Model_Name>w_smallbomb.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>0.0</Max_Speed>
		<Damage_Type> Damage_StickyBomb </Damage_Type>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>STATIC_BOMB</Projectile_Category>
		<Projectile_Blast_Area_Range>80.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>75.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Grenade_Sticks_On_Collision>no</Projectile_Grenade_Sticks_On_Collision>
		<Projectile_Damage>75.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Death_Explosions> Thermal_Detonator_Explosion </Death_Explosions>
		<Death_SFXEvent_Start_Die> Unit_Katarn_Building_Bomb_SFX </Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>1800</Projectile_Stun_Duration_Frames> <!-- 1800: 60 seconds * 30 frames per second -->
		<Projectile_Stun_Radius>80</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect> Stunned_Infantry </Projectile_Stun_Spawn_Effect> <!-- PLACEHOLDER -->
		<Projectile_Stun_Victims_Category_Mask> Vehicle | Structure </Projectile_Stun_Victims_Category_Mask>
	</Projectile>

	<Projectile Name="Proj_Sticky_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_smallbomb.ALO</Land_Model_Name>
		<Space_Model_Name>w_smallbomb.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<!-- AJA - Max_Speed and Projectile_Grenade_Gravity interact together to determine -->
		<!-- the shape of the grenade's lobbing arc. A side-effect of adjusting these values -->
		<!-- is the maximum distance the grenade can travel! Be aware of that while adjusting -->
		<!-- these values! Projectile_Grenade_Gravity_Lob_Mod is just a multiplier on Projectile_Grenade_Gravity. -->
		<Max_Speed>15.0</Max_Speed>
		<Projectile_Grenade_Gravity>1.0</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>1.0</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Damage_Type>Damage_StickyBomb</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Blast_Area_Range>90.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>400.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Grenade_Sticks_On_Collision>yes</Projectile_Grenade_Sticks_On_Collision>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>
		
		<!--  <Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance> -->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>  <!-- Oksana: give it a few minutes... generally, it will die of collision. -->
	
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Death_Explosions> Thermal_Detonator_Explosion </Death_Explosions>
		<Death_SFXEvent_Start_Die> Unit_Katarn_Building_Bomb_SFX </Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>
    
	<Projectile Name="Proj_Mara_Jade_Sticky_Bomb">
		<Variant_Of_Existing_Type>Proj_Sticky_Bomb</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Hero_StickyBomb</Damage_Type>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>
		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die> Unit_Katarn_Building_Bomb_SFX </Death_SFXEvent_Start_Die>
	</Projectile>

	<Projectile Name="Proj_Kyle_Katarn_Sticky_Bomb">
		<Variant_Of_Existing_Type>Proj_Sticky_Bomb</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Hero_StickyBomb</Damage_Type>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>
		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_SFXEvent_Start_Die> Unit_Katarn_Building_Bomb_SFX </Death_SFXEvent_Start_Die>
	</Projectile>


	<Projectile Name="Proj_ObiWan_Lightsaber_Vs_BobaFett_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>15.0</Projectile_Damage>
	</Projectile>
	
	<Projectile Name="Proj_BobaFett_Blaster_Vs_ObiWan_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Hand_Blaster_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Block_Chance_Modifier>0.70</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.40</Projectile_Redirect_Chance_Modifier>
	</Projectile>
	
	<Projectile Name="Proj_BobaFett_Blaster_Vs_Han_And_Chewie_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Hand_Blaster_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>15.0</Projectile_Damage>
	</Projectile>
	
	<Projectile Name="Proj_HanSolo_Blaster_Vs_BobaFett_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Hand_Blaster_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>5.0</Projectile_Damage>
	</Projectile>
	
	<Projectile Name="Proj_Chewbacca_Blaster_Vs_BobaFett_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Wookiee_Bowcaster</Variant_Of_Existing_Type>
		<Projectile_Damage>9.0</Projectile_Damage>
	</Projectile>
	
	<!-- Rancor default melee swing which uses the same invisible projectile as the lightsabers -->
	<Projectile Name="Proj_Rancor_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>400.0</Projectile_Damage>
		<Damage_Type>Damage_Rancor</Damage_Type>
		<Internal_Damage_Type> Damage_Force_Whirlwind </Internal_Damage_Type>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>

	</Projectile>
	
	<!-- Rancor default melee swing which uses the same invisible projectile as the lightsabers -->
	<Projectile Name="Proj_Wampa_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>50.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>70.0</Projectile_Damage>
		<Damage_Type>Damage_Wampa</Damage_Type>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>


	<!-- Used for the swamp bug swarms -->
	<Projectile Name="Proj_Swamp_Bug_Bite">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>15.0</Max_Speed>
		<Damage_Type>Damage_BugBite</Damage_Type>
		
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>10.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>3.0</Projectile_Max_Lifetime>
	
		<Projectile_Damage>1.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>Tiny_Dud</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Tiny_Dud</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX />
		<AI_Combat_Power>40</AI_Combat_Power>
		<Death_Explosions />
		<Death_SFXEvent_Start_Die />
		<AI_Combat_Power>1</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Self_Destruct_Area_Blast_Effect">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>125.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>150.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Self_Destruct_Effect</Projectile_Lifetime_Detonation_Particle>
	</Projectile>	
			
	<Projectile Name="Antilles_Weaken_Enemy_Effect">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Weaken_Enemy_On_Detonation>Yes</Projectile_Weaken_Enemy_On_Detonation>
		<Projectile_Weaken_Enemy_Duration_Seconds>15.0</Projectile_Weaken_Enemy_Duration_Seconds>

        <!-- If you change this radius, update the Area_Effect_Decal_Distance for the WEAKEN_ENEMY ability in the Sundered_Heart -->
        <Projectile_Weaken_Enemy_Radius>300</Projectile_Weaken_Enemy_Radius>
		
		<!-- Adjust particle lifetime to correspond to duration of this effect in (Particles.XML) -->
		<Projectile_Weaken_Enemy_Spawn_Effect>Weaken_Enemy_Particle_Effect</Projectile_Weaken_Enemy_Spawn_Effect>
				
		<!-- When the weakened unit takes damage x, it'll be multiplied by (1.0f + Projectile_Weaken_Enemy_Vulnerability_Percent) -->
		<Projectile_Weaken_Enemy_Take_Damage_Increase_Percent>0</Projectile_Weaken_Enemy_Take_Damage_Increase_Percent>

		<!-- When the weakened unit causes damage x, it'll be multiplied by (1.0f - Projectile_Weaken_Enemy_Damage_Reduction_Percent) -->
		<Projectile_Weaken_Enemy_Cause_Damage_Reduction_Percent>0.2</Projectile_Weaken_Enemy_Cause_Damage_Reduction_Percent>

		<!-- Types of the units that can be weakened (enemies only) -->
		<Projectile_Weaken_Enemy_Targets_Category_Mask>All</Projectile_Weaken_Enemy_Targets_Category_Mask>
		
		
		<Projectile_SFXEvent_Detonate>SFX_Weaken_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Lifetime_Detonation_Particle>Weaken_Enemy_Detonation_Effect</Projectile_Lifetime_Detonation_Particle>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_1_Empire">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<Projectile_Blast_Area_Range>1200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1200.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
				
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_2_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1400.0</Projectile_Blast_Area_Damage>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_3_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1600.0</Projectile_Blast_Area_Damage>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_4_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1800.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1800.0</Projectile_Blast_Area_Damage>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_5_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>2000.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
	</Projectile>	
	
	<Projectile Name="Self_Destruct_Star_Base_Level_1_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>
	</Projectile>	
	
	<Projectile Name="Self_Destruct_Star_Base_Level_2_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1400.0</Projectile_Blast_Area_Damage>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_3_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1600.0</Projectile_Blast_Area_Damage>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_4_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1800.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1800.0</Projectile_Blast_Area_Damage>
	</Projectile>	

	<Projectile Name="Self_Destruct_Star_Base_Level_5_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>2000.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
	</Projectile>	


	<Projectile Name="Proj_Wall_Destruction">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>45.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>150.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		<Damage_Type>Damage_Wall_Destruction</Damage_Type>
				
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		
	</Projectile>		


<!-- ************************************************** -->
<!-- *****  NEW PROJECTILES FOR EXPANSION ONLY!!! ***** -->
<!-- ************************************************** -->


	<!-- Used for Underworld Disruptor Mercs -->
	<Projectile Name="Proj_Hand_Disruptor_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Disruptor_Hand </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Land_Model_Name>p_disruptor_projectile.alo</Land_Model_Name>

		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>275.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>6.5</Projectile_Damage>

		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>3</Projectile_Fire_Recharge_Seconds>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<SFXEvent_Fire>Unit_Disruptor_Fire</SFXEvent_Fire>
	</Projectile>

	<Projectile Name="Proj_Hand_Blaster_Merc">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Hand </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>2.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>




	<!-- Used by IG-88 -->
	<Projectile Name="Proj_Hand_Pulse_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Pulse_Cannon </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>2</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>238,71,54,255</Projectile_Laser_Color>

		<Projectile_Category>laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<AI_Combat_Power>40</AI_Combat_Power>		
		
		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage> 15 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 20 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Damage_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Damage_Land</Projectile_Absorbed_By_Shields_Particle>

		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>


	<Projectile Name="Proj_Dark_Trooper_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type> Damage_PLEX </Damage_Type>
		<Max_Speed>9.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>10</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>0</Projectile_Rocket_Straight_Distance>

		<Projectile_Target_Point_On_Terrain> False </Projectile_Target_Point_On_Terrain>
		<Projectile_Max_Flight_Distance>330.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>350.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>15.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>5.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Dark_Trooper_Blade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_DarkTrooper1_Sword</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>12.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Destroyer_Droid_Ion_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>2.5</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Ion_Cannon_Land </Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>

		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>900.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>

		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<AI_Combat_Power>40</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Destroyer_Droid_Blaster_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1.5</Projectile_Width>
		<Projectile_Length>7.0</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>238,71,54,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>

		<Damage_Type> Damage_Droideka_Blaster </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Damage>3.0</Projectile_Damage>
		<AI_Combat_Power>40</AI_Combat_Power>
		
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
	</Projectile>


	<Projectile Name="Proj_Exploding_Land_Barrel_Detonation">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<Projectile_Blast_Area_Range>80.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!-- <Projectile_Blast_Area_Max_Victims>1.0</Projectile_Blast_Area_Max_Victims> //to create a delay/chain effect, only damage one at a time -->
		<Projectile_Blast_Area_Immune_Faction> Underworld </Projectile_Blast_Area_Immune_Faction>

		<Damage_Type>Damage_Exploding_Barrel</Damage_Type>
		<Projectile_Damage_Delay_Secs>.5</Projectile_Damage_Delay_Secs>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Missile_Explosion_Ground_Hit</Projectile_Absorbed_By_Shields_Particle>
		
	</Projectile>



	<Projectile Name="Proj_Ship_Krayt_Megaweapon_Ion">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_presuperblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_presuperblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Ion_Planet </Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>600.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>Shield_Sparks_Large</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>3.0</Projectile_Disable_Engines_Duration>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<!-- Stun specifics - this is more for visual effect than stun ability -->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Duration>3.0</Projectile_Ion_Stun_Duration> <!-- must be same as Projectile_Disable_Engines_Duration in this case -->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.5f</Projectile_Ion_Stun_Speed_Reduction_Percent> <!-- almost total speed reduction -->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.3</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!-- fire rate reduced to 20% -->
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<AI_Combat_Power>3000</AI_Combat_Power>
	</Projectile>

    <Projectile Name="Proj_Ship_Krayt_Megaweapon_Damage">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_superblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_superblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Krayt_Damage_Blast </Damage_Type>
		<Max_Speed>16.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>400.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>3000</AI_Combat_Power>
	</Projectile>

    <Projectile Name="Proj_Ship_Krayt_Special_Megaweapon_Damage">
        <Text_ID>TEXT_NONE</Text_ID>
        <Space_Model_Name>p_kraytdestroyer_superblast_special.alo</Space_Model_Name>
        <Land_Model_Name>p_kraytdestroyer_superblast_special.alo</Land_Model_Name>
        <Scale_Factor>1.0</Scale_Factor>
        <Damage_Type> Damage_Krayt_Damage_Blast </Damage_Type>
        <Max_Speed>16.0</Max_Speed>
        <Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
        <SpaceBehavior>IDLE</SpaceBehavior>
        <LandBehavior>IDLE</LandBehavior>
        <Projectile_Category>LASER</Projectile_Category>
        <Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
        <Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

        <Projectile_Damage>600.0</Projectile_Damage>
        <Projectile_Blast_Area_Damage>400.0</Projectile_Blast_Area_Damage>
        <Projectile_Blast_Area_Range>250.0</Projectile_Blast_Area_Range>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

        <Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
        <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
        <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

        <Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate_special</Projectile_Object_Detonation_Particle>
        <Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
        <Projectile_Ground_Detonation_Particle/>
        <Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
        <AI_Combat_Power>3000</AI_Combat_Power>
    </Projectile>


	<Projectile Name="Proj_Juggernaut_Turret_Gun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Damage_Type> Damage_Juggernaut_Turret </Damage_Type>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>1.5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Rebel_HTT_Gun">
		<Damage_Type> Damage_Juggernaut_Turret </Damage_Type>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>1.5</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>


	<Projectile Name="Proj_DarkTrooper_P2_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>15.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_DarkTrooper2_Cannon </Damage_Type>
		<Max_Speed>35.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>160</AI_Combat_Power>
	</Projectile>


	<!-- Used for Underworld orbital bombardment -->
	<Projectile Name="Proj_Krayt_Bombardment_Ion">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_presuperblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_presuperblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Ion_Planet </Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<AI_Combat_Power>3000</AI_Combat_Power>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		
		<Projectile_Blast_Area_Range> 300 </Projectile_Blast_Area_Range>
		<Projectile_Damage>1.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 500 </Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>p_orbital_impact_ion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>p_orbital_impact_ion</Projectile_Ground_Detonation_Particle>
		
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>10.0</Projectile_Disable_Engines_Duration>
		
		<SFXEvent_Engine_Idle_Loop> Unit_Bombard_Projectile_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Bombard_Projectile_Loop </SFXEvent_Engine_Moving_Loop>
		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard_Ion</Projectile_SFXEvent_Detonate>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<!-- Stun specifics -->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Radius>300.0</Projectile_Ion_Stun_Radius>
		<Projectile_Ion_Stun_Duration>7.0</Projectile_Ion_Stun_Duration> <!-- must be same as Projectile_Disable_Engines_Duration in this case -->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent> <!-- almost total speed reduction -->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.8</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!-- fire rate reduced to 20% -->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>210</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Orbital_Consortium</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask> Vehicle | Structure </Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types> Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII </Projectile_Stun_Victims_Unit_Types>

	</Projectile>




	<!-- Used for Underworld orbital bombardment -->
	<Projectile Name="Proj_Krayt_Bombardment_Damage">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_superblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_superblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Krayt_Damage_Blast </Damage_Type>
		<Max_Speed>16.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Blast_Area_Range>250.0</Projectile_Blast_Area_Range>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 

        <Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
        <Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

		<SFXEvent_Engine_Idle_Loop> Unit_Bombard_Projectile_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Bombard_Projectile_Loop </SFXEvent_Engine_Moving_Loop>
		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard</Projectile_SFXEvent_Detonate>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>

		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>p_orbital_impact</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>p_orbital_impact</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>p_orbital_impact</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>p_orbital_impact</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>3000</AI_Combat_Power>
	</Projectile>

	<!-- Used for Rebel Orbital Bombardment -->
	<Projectile Name="Proj_Rebel_Bombardment_Ion_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_blueglow2.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		
		<Damage_Type> Damage_IonCannon_LRG </Damage_Type>
		<AI_Combat_Power>200</AI_Combat_Power>
		
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		
		<Projectile_Damage>250.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Blast_Area_Damage> 200 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 50 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 


		<!-- Stun specifics -->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Radius>70.0</Projectile_Ion_Stun_Radius>
		<Projectile_Ion_Stun_Duration>28.0</Projectile_Ion_Stun_Duration> <!-- must be same as Projectile_Disable_Engines_Duration in this case -->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent> <!-- almost total speed reduction -->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.5</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!-- fire rate reduced to 50% -->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>840</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>70</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Orbital_Rebel</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask> Vehicle | Structure </Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII </Projectile_Stun_Victims_Unit_Types>

		<Projectile_Object_Detonation_Particle>rebel_bombard_explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>rebel_bombard_explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>rebel_bombard_explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>

		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />

		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

	</Projectile>


	<!-- Used for Empire Orbital Bombardment -->
	<Projectile Name="Proj_Empire_Bombardment_Turbolaser">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_greenglow.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		
		<Damage_Type> Damage_Turbolaser </Damage_Type>
		<AI_Combat_Power>200</AI_Combat_Power>
		
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Blast_Area_Range>85.0</Projectile_Blast_Area_Range>
		<Projectile_Damage>425.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>375.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 

        <Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
        <Projectile_Blast_Area_Dropoff_Tiers>4</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Object_Detonation_Particle>empire_bombard_explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>empire_bombard_explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>empire_bombard_explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />

		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Death_Bombard </Projectile_SFXEvent_Detonate_Reduced_By_Armor>

	</Projectile>

	<Projectile Name="Proj_Mass_Driver_Turret">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_proton_Vengance_small.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Mass_Driver_Turret </Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>

		<Projectile_Max_Flight_Distance>550</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>5</AI_Combat_Power>
	</Projectile>



	<!-- Used by Rebel Rapid-fire Laser Mobile Turret -->
	<Projectile Name="Proj_RF_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Damage_Type> Damage_AI_Turret </Damage_Type>
		<Projectile_Damage>1.0</Projectile_Damage>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>



	<!-- Used for spore spewing plant on Felucia -->
	<Projectile Name="Proj_Felucia_Planet_Spores">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>1.3</Max_Speed>
		<Damage_Type>Damage_BugBite</Damage_Type>
		<AI_Combat_Power>5</AI_Combat_Power>

		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>75</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>75</Projectile_Max_Lifetime>
	
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 4 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 75</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle />
		<Projectile_Object_Armor_Reduced_Detonation_Particle />

		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_Ground_Detonation_SurfaceFX />
		<Death_Explosions />
		<Death_SFXEvent_Start_Die />

	</Projectile>
	

	<!-- Used for spike throwing plant on Felucia -->
	<Projectile Name="Proj_Felucia_Planet_Spikes">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>9.0</Max_Speed>
		<Damage_Type>Damage_Plant_Spike</Damage_Type>
		<AI_Combat_Power>5</AI_Combat_Power>

		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>75</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>75</Projectile_Max_Lifetime>
	
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 8 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 75 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle />
		<Projectile_Object_Armor_Reduced_Detonation_Particle />

		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_Ground_Detonation_SurfaceFX />
		<Death_Explosions />
		<Death_SFXEvent_Start_Die />

	</Projectile>


	<Projectile Name="MZ8_Tank_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Pulse_Cannon_Tank_Self_Destruct_Explosion</Projectile_Lifetime_Detonation_Particle>
	</Projectile>	

	<Projectile Name="Krayt_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>700.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1500.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>
	</Projectile>
	
	<Projectile Name="Vengeance_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>500.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>900.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>
	</Projectile>	
	

	<Projectile Name="Proj_Silri_Lightsaber_Whip">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Lightsaber </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>76.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vengeance_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_proton_Vengance.ALO</Space_Model_Name>
		<Scale_Factor>3.0</Scale_Factor>
		
		<Damage_Type> Damage_Mass_Driver_Space </Damage_Type>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>700.0</Projectile_Max_Flight_Distance>
		
		<Projectile_Damage>10.0</Projectile_Damage>
		
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>


	<Projectile Name="Proj_Mobile_Pulse_Cannon_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_mz8Shot.alo</Land_Model_Name>
		<Damage_Type> Damage_Pulse_Cannon_Tank </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>80.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>700</AI_Combat_Power>
	</Projectile>


	<Projectile Name="Proj_Kedalbe_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_proton_Vengance.ALO</Space_Model_Name>
		<Scale_Factor>3.0</Scale_Factor>
		
		<Damage_Type> Damage_Mass_Driver_Space </Damage_Type>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>10.0</Projectile_Damage>
		
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>



	<Projectile Name="Dekard_Concussion_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.01</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<Projectile_Max_Flight_Distance>0.01</Projectile_Max_Flight_Distance>

		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>1200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>100.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage_Delay_Secs>.7</Projectile_Damage_Delay_Secs>

		<AI_Combat_Power>350</AI_Combat_Power>

		<Death_Explosions> Harmonic_Bomb_Explosion_Slave_I </Death_Explosions>
		<Death_SFXEvent_Start_Die> SFX_Sizemic_Detonation </Death_SFXEvent_Start_Die>

		<!-- detonation particle and SFX -->
		<Projectile_Object_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Object_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate> </Projectile_SFXEvent_Detonate>
	</Projectile>	


	<Projectile Name="Proj_Plasma_Space_Turret_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>P_mz8Shot.alo</Space_Model_Name>
		<Damage_Type> Damage_Pulse_Cannon_Tank </Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.2</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		
		<Projectile_Max_Flight_Distance>1400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>75.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>700</AI_Combat_Power>
	</Projectile>







	<Projectile Name="Proj_Drunk_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>4</Scale_Factor>
		<Damage_Type> Damage_Diamond_Missile </Damage_Type>
		<Max_Speed>20</Max_Speed>
		<Max_Rate_Of_Turn>360</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		
		<Projectile_Rocket_Curve_Distance>400</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>180</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>120</Projectile_Rocket_Straight_Distance>

		<Projectile_Max_Flight_Distance>3000</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>2000.0</Projectile_Max_Scan_Range>
		<Explode_When_Reached_Target_Radius> Yes </Explode_When_Reached_Target_Radius>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Damage>1000</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 500 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 200 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>DB_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>DB_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>


    <Projectile Name="Proj_Cluster_Bomb">
        <Text_ID>TEXT_NONE</Text_ID>
        <Land_Model_Name>W_THERMAL_DETONATOR.ALO</Land_Model_Name>
        <Space_Model_Name>W_THERMAL_DETONATOR.ALO</Space_Model_Name>
        <Scale_Factor>10.0</Scale_Factor>
        <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
        <Max_Speed>12.0</Max_Speed>
        <Damage_Type>Damage_Bomb</Damage_Type>
        <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, BOMB</Behavior>
        <Projectile_Category>CLUSTER_BOMB</Projectile_Category>
        <Projectile_Blast_Area_Range>150.0</Projectile_Blast_Area_Range>
        <Projectile_Blast_Area_Damage>150.0</Projectile_Blast_Area_Damage>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

        <Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
        <Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

        <Projectile_Damage>75.0</Projectile_Damage>
        <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
        <Death_Explosions> Large_Explosion_Space </Death_Explosions>
        <AI_Combat_Power>300</AI_Combat_Power>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Death_SFXEvent_Start_Die> Unit_Corvette_Death_SFX </Death_SFXEvent_Start_Die>

    </Projectile>


    <Projectile Name="Proj_Remote_Bomb">
        <Land_Model_Name>w_landmine.alo</Land_Model_Name>
        <Space_Model_Name>w_landmine.alo</Space_Model_Name>
        <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
        <Is_Decoration>No</Is_Decoration>
        <!-- AJA - Max_Speed and Projectile_Grenade_Gravity interact together to determine -->
        <!-- the shape of the grenade's lobbing arc. A side-effect of adjusting these values -->
        <!-- is the maximum distance the grenade can travel! Be aware of that while adjusting -->
        <!-- these values! Projectile_Grenade_Gravity_Lob_Mod is just a multiplier on Projectile_Grenade_Gravity. -->
        <Max_Speed>20.0</Max_Speed>
        <Projectile_Grenade_Gravity>1.0</Projectile_Grenade_Gravity>
        <Projectile_Grenade_Gravity_Lob_Mod>1.0</Projectile_Grenade_Gravity_Lob_Mod>
        <Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
        <Damage_Type>Damage_Bomb</Damage_Type>
        <Internal_Damage_Type>Damage_Remote_Bomb</Internal_Damage_Type>
        <Scale_Factor>2.0</Scale_Factor>
        <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, BOMB, REVEAL, DAMAGE_TRACKING, HIDE_WHEN_FOGGED, PROXIMITY_MINE, SELECTABLE</Behavior>
        <Projectile_Category>GRENADE</Projectile_Category>
        <Projectile_Grenade_Sticks_On_Collision>yes</Projectile_Grenade_Sticks_On_Collision>

        <Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
        <Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

        <!--  <Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance> -->
        <Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>  <!-- Oksana: give it a few minutes... generally, it will die of collision. -->

        <Projectile_Damage>0.0</Projectile_Damage>
        <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
        <Death_Explosions> Remote_Bomb_Blast_Effect </Death_Explosions>
        <Death_SFXEvent_Start_Die> Unit_Katarn_Building_Bomb_SFX </Death_SFXEvent_Start_Die>
        <AI_Combat_Power>300</AI_Combat_Power>
        <Friendly_Damage_Amount>200</Friendly_Damage_Amount>
		<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
		<Lua_Script>ObjectScript_RemoteBomb</Lua_Script>
        <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
        <Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
		<Tactical_Health>1</Tactical_Health>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
        <Text_ID>TEXT_REMOTE_BOMB</Text_ID>
        <Encyclopedia_Text>TEXT_REMOTE_BOMB_DESC</Encyclopedia_Text>
        <Encyclopedia_Unit_Class>TEXT_BOMB_CLASS</Encyclopedia_Unit_Class>
        <IsDeathCloneObstacle>Yes</IsDeathCloneObstacle>
        <Avoidance_Disabled>Yes</Avoidance_Disabled>
		<CategoryMask> Infantry </CategoryMask>
        <Space_Layer> Land </Space_Layer>
        <UnitCollisionClass> Infantry </UnitCollisionClass>
        <CanCellStack>yes</CanCellStack>
        <Mass>1.0</Mass>
        <Mouse_Collide_Override_Sphere_Radius>5</Mouse_Collide_Override_Sphere_Radius>
		<Remove_Upon_Death>yes</Remove_Upon_Death>
        <Influences_Capture_Point>no</Influences_Capture_Point>
        
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 

    </Projectile>


	<Projectile Name="Proj_Urai_Cortosis_Blades">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Lightsaber </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>12.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>25.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage>
        <Projectile_Blast_Area_Range>18.0</Projectile_Blast_Area_Range>
        <Projectile_Blast_Area_Damage>90.0</Projectile_Blast_Area_Damage>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>


    <Projectile Name="Infection_Projectile">
        <Text_ID>TEXT_NONE</Text_ID>
        <Land_Model_Name>p_urai_poison_projectile.alo</Land_Model_Name>
        <Scale_Factor>2.0</Scale_Factor>
        <Max_Speed>10.0</Max_Speed>
        <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
        <Projectile_Category>MISSILE</Projectile_Category>
        <Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
        <Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
        <Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
        <Projectile_Max_Flight_Distance>900.0</Projectile_Max_Flight_Distance>
       
        <Projectile_Damage>2.0</Projectile_Damage>
        <Projectile_Blast_Area_Damage> 1 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 10 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Explode_When_Reached_Target_Radius> True </Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain> True </Projectile_Target_Point_On_Terrain>
        
        <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
        <Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
        <Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
        <Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
        <Projectile_Lifetime_Detonation_Particle />
        <Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
        <Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
        <AI_Combat_Power>5</AI_Combat_Power>
        <Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
        <Causes_Infection>Yes</Causes_Infection>
		<Damage_Type>Damage_Infection</Damage_Type>
		
    </Projectile>

    

	<Projectile Name="Proj_Merc_Concussion_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_grenade.ALO</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type> Damage_Con_Grenade </Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.7</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 13 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 18 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_Object_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Thermal_Detonator_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>


	<Projectile Name="Proj_MAL_Concussion_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Damage_Type> Damage_Con_Missile_GRND </Damage_Type>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>70</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>15</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>20</Projectile_Rocket_Straight_Distance>

		<!-- MAL standard rockets will be bombard-type -->
		<Explode_When_Reached_Target_Radius> True </Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain> True </Projectile_Target_Point_On_Terrain>

		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 12 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 23 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>
		
		<Projectile_Fire_Pulse_Count>9</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
		<SFXEvent_Fire>Unit_MPTL_Tank_Fire</SFXEvent_Fire>

	</Projectile>

	<Projectile Name="Proj_MAL_Carbonite_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_carbonite_missile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Max_Speed>6.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>5</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>50</Projectile_Rocket_Straight_Distance>
		<Explode_When_Reached_Target_Radius> True </Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain> False </Projectile_Target_Point_On_Terrain>
		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>
		
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 8 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 30 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Carbonite_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Carbonite_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Carbonite_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Carbonite_Missile_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>

        <Projectile_Combat_Mod>COMBAT_MOD_SPEED</Projectile_Combat_Mod>
        <!-- This duration should match the particle duration (if one is specified) -->
        <Projectile_Combat_Mod_Duration>10</Projectile_Combat_Mod_Duration>
		<Projectile_Combat_Mod_Value>-0.8</Projectile_Combat_Mod_Value>
        <Projectile_Combat_Mod_Effect>MAL_Slow_Effect</Projectile_Combat_Mod_Effect>
        <Projectile_Combat_Mod_Category_Mask> Vehicle | Infantry | LandHero</Projectile_Combat_Mod_Category_Mask>
		<SFXEvent_Fire>Unit_MAL_Carbonite_Fire</SFXEvent_Fire>

	</Projectile>

    <Projectile Name="Proximity_Mine_Blast_Effect">
        <Text_ID>TEXT_NONE</Text_ID>
        <Scale_Factor>0.3</Scale_Factor>
        <Max_Speed>6.0</Max_Speed>
        <Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

        <!-- Instant explosion -->
        <Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

        <!-- Not used - area_blast damage override this -->
        <Projectile_Damage>0.0</Projectile_Damage>

        <!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
        <Projectile_Blast_Area_Range>30.0</Projectile_Blast_Area_Range>
        <Projectile_Blast_Area_Damage>20.0</Projectile_Blast_Area_Damage>
        <Damage_Type>Damage_Self_Destruct</Damage_Type>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

        <Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

        <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
        <Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
    </Projectile>	

    <Projectile Name="Remote_Bomb_Blast_Effect">
        <Text_ID>TEXT_NONE</Text_ID>
        <Scale_Factor>0.3</Scale_Factor>
        <Max_Speed>6.0</Max_Speed>
        <Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

        <!-- Instant explosion -->
        <Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

        <!-- Not used - area_blast damage override this -->
        <Projectile_Damage>0.0</Projectile_Damage>

        <!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
        <Projectile_Blast_Area_Range>120.0</Projectile_Blast_Area_Range>
        <Projectile_Blast_Area_Damage>250.0</Projectile_Blast_Area_Damage>
        <Damage_Type>Damage_Default</Damage_Type>
		<Internal_Damage_Type>Damage_Remote_Bomb</Internal_Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

        <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Max_Lifetime>60.0</Projectile_Max_Lifetime>  

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

        <Projectile_Lifetime_Detonation_Particle>Remote_bomb</Projectile_Lifetime_Detonation_Particle>
        <Projectile_Object_Detonation_Particle>Remote_bomb</Projectile_Object_Detonation_Particle>
        <Projectile_Ground_Detonation_Particle>Remote_bomb</Projectile_Ground_Detonation_Particle>
    </Projectile>	



	<Projectile Name="Proj_Indig_Nightsister_Lightning">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Force_Pike </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>50.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>


	<Projectile Name="Proj_Hand_Blaster_Bossk">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Blaster_Hand </Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>


	<Projectile Name="Proj_Bossk_Plasma_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_grenade.alo</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type> Damage_Fire </Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.7</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>
		
		<Projectile_Fire_Recharge_Seconds>6</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<Projectile_Object_Detonation_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>


	<Projectile Name="Proj_Vornskr_Bite">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Vornskr_Bite </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>20.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>


	<Projectile Name="Proj_Tyber_Zann_Blaster_Shotgun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type> Damage_Tyber_Shotgun </Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>0.0</Projectile_Damage>
        <Projectile_Blast_Area_Damage>50.0</Projectile_Blast_Area_Damage>
        <Projectile_Blast_Area_Range>25.0</Projectile_Blast_Area_Range>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Object_Creation_Particle>Tyber_Shotgun_Effect</Projectile_Object_Creation_Particle>

		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>


	<Projectile Name="Proj_Mass_Driver_Tank">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_proton_Vengance_small.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Mass_Driver_Turret </Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>

		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle />
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>5</AI_Combat_Power>
	</Projectile>



<Projectile Name="Proj_Underworld_Station_Main_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_ui_spacestation.alo</Space_Model_Name>
		<Land_Model_Name>p_ui_spacestation.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type> Damage_Krayt_Damage_Blast </Damage_Type>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>6000.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>1000.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>300.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>3000</AI_Combat_Power>
	</Projectile>



	<Projectile Name="Proj_Ewok_Bomb_Of_Doom">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>3.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
        <Projectile_Blast_Area_Range>25</Projectile_Blast_Area_Range>
        <Projectile_Blast_Area_Damage>300</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> 
		
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Ewok_Suicide_Bomb_Explosion</Projectile_Lifetime_Detonation_Particle>
	</Projectile>	

    <Projectile Name="Proj_Ewok_From_Handler_Bomb_Of_Doom">
        <Text_ID>TEXT_NONE</Text_ID>
        <Scale_Factor>0.3</Scale_Factor>
        <Max_Speed>4.0</Max_Speed>
        <Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
        <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

        <!-- Instant explosion -->
        <Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

        <!-- Not used - area_blast damage override this -->
        <Projectile_Damage>0.0</Projectile_Damage>

        <!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
        <Projectile_Blast_Area_Range>25.0</Projectile_Blast_Area_Range>
        <Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>
        <Damage_Type>Damage_Fire</Damage_Type>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

        <Projectile_SFXEvent_Detonate>Unit_Ewok_Bomber_Death_Explosion</Projectile_SFXEvent_Detonate>

        <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
        <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
        <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
        <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
        <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

        <!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
        <Projectile_Lifetime_Detonation_Particle>Ewok_Suicide_Bomb_Explosion</Projectile_Lifetime_Detonation_Particle>
    </Projectile>	

	<Projectile Name="Proj_Nightsister_Rancor_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>150.0</Projectile_Damage>
		<Damage_Type>Damage_Rancor</Damage_Type>
		<Internal_Damage_Type> Damage_Force_Whirlwind </Internal_Damage_Type>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle />
		<Projectile_Ground_Detonation_Particle />
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>

	</Projectile>


	<Projectile Name="Proj_MDU_Rocket_Pod_Rockets">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.4</Scale_Factor>
		<Damage_Type> Damage_MDU_Rocket </Damage_Type>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>8</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>5</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>10</Projectile_Rocket_Straight_Distance>

		<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>50.0</Projectile_Max_Scan_Range>
		
		<Projectile_Damage>12.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 12 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 15 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Empire_MDU_Concussion_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_grenade.ALO</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type> Damage_MDU_Grenade </Damage_Type>
		<Max_Speed>11.5</Max_Speed>
		<Max_Rate_Of_Turn>0.01</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.7</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage> 20 </Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range> 20 </Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		
		<Projectile_Object_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle />
		<Projectile_Absorbed_By_Shields_Particle>Thermal_Detonator_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>



</Projectiles>
