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

<!-- Scale factors changed from 1.0; FormationSpacing changed from 0.1 for scale test -->

	<GroundInfantry Name="Scout_Trooper">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_SCOUT_TROOPER</Text_ID>
		<Encyclopedia_Good_Against> Rebel_Trooper MPTL MZ8_Pulse_Cannon_Tank </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> T4B_Tank T2B_Tank Destroyer_Droid </Encyclopedia_Vulnerable_To>
		<Land_Model_Name>EV_Bike.ALO</Land_Model_Name>
		<Icon_Name>i_button_scout_trooper.tga</Icon_Name>

		<Lua_Script>SpeederBike</Lua_Script>
		<Behavior> SELECTABLE </Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, BIKE_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, POWERED, REVEAL, HIDE_WHEN_FOGGED, WIND_DISTURBANCE,DAMAGE_TRACKING, AMBIENT_SFX, SURFACE_FX, AFFECTED_BY_SHIELD </LandBehavior>

		<Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field>	<!-- This is considered a repulsorlift-driven unit -->
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Mass>1.0</Mass>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Max_Speed>5.0</Max_Speed>
		<Max_Rate_Of_Turn>7.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>35</Bank_Turn_Angle>
		<LateralAcceleration> .15 </LateralAcceleration>
		<Min_Speed_Fraction_For_Turn> 0 </Min_Speed_Fraction_For_Turn>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Bike </UnitCollisionClass>
		<Custom_Hard_XExtent> 6.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<FormationSpacing> .75 </FormationSpacing>
		<Walk_Transition>Yes</Walk_Transition>
		<Movement_Animation_Speed> 3.0 </Movement_Animation_Speed>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<FormationOrder> 1 </FormationOrder>
		
		<Scale_Factor>1.5</Scale_Factor>
		<CanCellStack>yes</CanCellStack>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Type>Hover</Type>
		<Deploys>No</Deploys>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>25</Size_Value>
		<Damage>5</Damage>
		<Sensor_Range>40</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>60</Tactical_Health> <!-- hitpoints halved to make the unit more paper-like -->
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>200</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
		<Stealth_Capable>No</Stealth_Capable>
		<Victory_Relevant>yes</Victory_Relevant>
		<SurfaceFX_Name>Hover</SurfaceFX_Name>

		<Armor_Type> Armor_Scout_Bike </Armor_Type>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Types>Proj_Blaster_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 10.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 15.0 </Targeting_Fire_Inaccuracy>

		<Fire_Category_Restrictions> Air </Fire_Category_Restrictions>	

		<Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Destruction_Survivors> Scout_Trooper_No_Bike, 1.0 </Destruction_Survivors>

		<SFXEvent_Select>Unit_Select_Scout_Trooper</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Scout_Trooper</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Scout_Trooper</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Scout_Trooper</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Scout_Trooper</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Scout_Trooper_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Speeder_Bike_Death_SFX</Death_SFXEvent_Start_Die>

		<SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </SFXEvent_Assist_Attack>

		<SFXEvent_Ambient_Moving> Unit_Speederbike_Fly_By </SFXEvent_Ambient_Moving>
		<SFXEvent_Engine_Moving_Loop> Unit_SpeederBike_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 7 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 12 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_SpeederBike_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
		
		<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>

		<CategoryMask> Vehicle </CategoryMask>
		<MovementClass> Hover </MovementClass>
		<OccupationStyle>1x1</OccupationStyle>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>18.0, 7.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>

		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<AI_Combat_Power>40</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

		<Select_Box_Scale>38</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
		
		<Encyclopedia_Text>TEXT_TOOLTIP_SCOUTTROOPER</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
		<Influences_Capture_Point> False </Influences_Capture_Point>

		<Tactical_Bribe_Cost>50</Tactical_Bribe_Cost>

		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Scout_Trooper_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>UNTARGETED_STICKY_BOMB</Type>
				<Recharge_Seconds>64</Recharge_Seconds>
				<Spawned_Object_Type>Proj_Speeder_Bomb</Spawned_Object_Type>
				<Bomb_Countdown_Seconds>4</Bomb_Countdown_Seconds>
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Scout_Trooper_Bomb</SFXEvent_GUI_Unit_Ability_Activated>
				<Supports_Autofire>True</Supports_Autofire>
			</Unit_Ability>
		</Unit_Abilities_Data>
	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Scout_Trooper_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Scout_Trooper </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Scout_Trooper </SFXEvent_Select>							  
		<SFXEvent_Move> Unit_Move_Scout_Trooper </SFXEvent_Move>                         
		<SFXEvent_Attack> Unit_Attack_Scout_Trooper </SFXEvent_Attack>                    
		<SFXEvent_Guard> Unit_Guard_Scout_Trooper </SFXEvent_Guard>                       
		<SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move>		     
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </SFXEvent_Assist_Attack>       
		</GroundInfantry>

	<GroundInfantry Name="Scout_Trooper_No_Bike">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_SCOUT_TROOPER</Text_ID>
		<Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier Underworld_Merc</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator Destroyer_Droid </Encyclopedia_Vulnerable_To>
		<Land_Model_Name>EI_BIKER.ALO</Land_Model_Name>
		<Land_Model_Anim_Override_Name>EI_TROOPER.ALo</Land_Model_Anim_Override_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<Icon_Name>i_button_storm_trooper.tga</Icon_Name>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Garrison_Category> Infantry </Garrison_Category>
		<Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
		<Max_Speed>1</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing> 
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .05 </OverrideAcceleration>
		<OverrideDeceleration> .05 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
				
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Empire</Affiliation>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>15</Tactical_Health> <!-- reduced from 30 -->
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Stealth_Capable>No</Stealth_Capable>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Victory_Relevant>yes</Victory_Relevant>
		<Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 2.5 </Targeting_Fire_Inaccuracy> 
		<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>

		<SFXEvent_Select>Unit_Select_Scout_Trooper</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Scout_Trooper</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Scout_Trooper</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Scout_Trooper</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Stormtrooper_2_Death</Death_SFXEvent_Start_Die>

		<SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </SFXEvent_Assist_Attack>

		<CategoryMask> Infantry </CategoryMask>
		<MovementClass> Infantry </MovementClass>

		<OccupationStyle>1x1</OccupationStyle>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
        <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<AI_Combat_Power>7</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

		<Select_Box_Scale>27</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

		<Encyclopedia_Text>TEXT_TOOLTIP_SCOUTTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Score_Cost_Credits>0</Score_Cost_Credits>
		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Presence_Induced_Animations>
			Attention, 
				Emperor_Palpatine,
				Darth_Vader,
		</Presence_Induced_Animations>		

		<Tactical_Bribe_Cost>10</Tactical_Bribe_Cost>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Storm_Trooper</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
		</Unit_Abilities_Data>
		
		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Scout_Trooper_No_Bike_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Scout_Trooper_No_Bike_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Scout_Trooper_No_Bike </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Scout_Trooper </SFXEvent_Select>							<!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Move> Unit_Move_Scout_Trooper </SFXEvent_Move>                         <!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Attack> Unit_Attack_Scout_Trooper </SFXEvent_Attack>                   <!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Guard> Unit_Guard_Scout_Trooper </SFXEvent_Guard>                      <!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move>		   <!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </SFXEvent_Assist_Attack>     <!-- STUB PLACEHOLDER FOR FRANK -->  
		<Death_SFXEvent_Start_Die>Unit_Stormtrooper_2_Death</Death_SFXEvent_Start_Die>
		</GroundInfantry>

	<GroundInfantry Name="Stormtrooper">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_STORMTROOPER</Text_ID>
		<Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier Underworld_Merc</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator Destroyer_Droid </Encyclopedia_Vulnerable_To>
		<Land_Model_Name>EI_TROOPER.ALO</Land_Model_Name>
		<Land_Terrain_Model_Mapping>
			Temperate, 			EI_BIKER.ALO,
			Urban, 				EI_TROOPER.ALO,
			Arctic, 			EI_TROOPER_Snow.ALO,
			Volcanic, 			EI_TROOPER.ALO,
			Desert, 			EI_TROOPER_Sand.ALO,
			Forest, 			EI_BIKER.ALO,
			Swamp, 				EI_BIKER.ALO
		</Land_Terrain_Model_Mapping>
		<Land_Model_Anim_Override_Name>EI_TROOPER.ALo</Land_Model_Anim_Override_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<Icon_Name>i_button_storm_trooper.tga</Icon_Name>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier, High_Ground</SurfaceFX_Name>
		<Garrison_Category> Infantry </Garrison_Category>
        
		<Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
		<Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
		<Walk_Animation_Speed> .366 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
		<Max_Speed>0.8</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .3 </FormationSpacing> 
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> 0.05 </OverrideAcceleration>
		<OverrideDeceleration> 0.05 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
				
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Empire</Affiliation>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>40</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Stealth_Capable>No</Stealth_Capable>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Victory_Relevant>yes</Victory_Relevant>
		<Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types>
		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 3.0 </Targeting_Fire_Inaccuracy> <!-- from 1.0 to make them more innacurate -->
		<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>

		<SFXEvent_Select>Unit_Select_Storm_Trooper</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Storm_Trooper</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Storm_Trooper</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Storm_Trooper</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Storm_Trooper</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Stormtrooper_Death</Death_SFXEvent_Start_Die>
		
		<SFXEvent_Assist_Move> Unit_Assist_Move_Storm_Trooper </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Storm_Trooper </SFXEvent_Assist_Attack>

		<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
		
		<CategoryMask> Infantry </CategoryMask>
		<MovementClass> Infantry </MovementClass>
		<Property_Flags>Fodder</Property_Flags>

		<OccupationStyle>1x1</OccupationStyle>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
        <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<AI_Combat_Power>7</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Targeting_Max_Attack_Distance>140.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

		<Encyclopedia_Text>TEXT_TOOLTIP_STORMTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Death_Clone>Damage_Force_Whirlwind, Stormtrooper_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Stormtrooper_Crush_Death_Clone</Death_Clone>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>

		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Remote_Bomb, Stormtrooper_Remote_Bomb_Death_Clone</Death_Clone>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

		<Tactical_Bribe_Cost>25</Tactical_Bribe_Cost>

		<Presence_Induced_Animations>
			Attention, 
				Emperor_Palpatine,
				Darth_Vader,
		</Presence_Induced_Animations>
		
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Storm_Trooper</SFXEvent_GUI_Unit_Ability_Activated>		  			</Unit_Ability>
		</Unit_Abilities_Data>
		
	</GroundInfantry>
	
	<GroundInfantry Name="Stormtrooper_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Stormtrooper_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>
	
	<GroundInfantry Name="Stormtrooper_Remote_Bomb_Death_Clone">
		<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
		<Death_SFXEvent_Start_Die>Unit_Stormtrooper_Bomb_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Dialogue_Stormtrooper">
		<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
		<Behavior>HINT</Behavior>
		<Create_Team>No</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_PLEX_SOLDIER</Text_ID>
		<Encyclopedia_Good_Against> M1_Repulsor_Tank Canderous_Assault_Tank AT_AT_Walker </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Crawler Stormtrooper Underworld_Disruptor_Merc </Encyclopedia_Vulnerable_To>
		<Stealth_Capable>No</Stealth_Capable>
		<Land_Model_Name>RI_PLEXSOLDIER.ALO</Land_Model_Name>

		<Land_Terrain_Model_Mapping>
			Temperate, 			RI_PLEXSOLDIER.ALO,
			Urban, 				RI_PLEXSOLDIER.ALO,
			Arctic, 			RI_PLEXS_Snow.ALO,
			Volcanic, 			RI_PLEXS_Desert.ALO,
			Desert, 			RI_PLEXS_Desert.ALO,
			Forest, 			RI_PLEXS_Forest.ALO,
			Swamp, 				RI_PLEXS_Forest.ALO
		</Land_Terrain_Model_Mapping>
		<Land_Model_Anim_Override_Name>RI_PLEXSOLDIER.ALO</Land_Model_Anim_Override_Name>
		<Icon_Name>i_button_plex_soldier.tga</Icon_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Movement_Animation_Speed> 0.688 </Movement_Animation_Speed>
		<Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
		<Walk_Animation_Speed> .269 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .393 </Crouch_Animation_Speed>
		<Max_Speed>1</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Formation_Formup_Wait_Style> WaitNone </Formation_Formup_Wait_Style>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .05 </OverrideAcceleration>
		<OverrideDeceleration> .05 </OverrideDeceleration>
		<FormationOrder> 3 </FormationOrder>
			
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>30</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Victory_Relevant>yes</Victory_Relevant>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Projectile_Types>Proj_Plex_Missile</Projectile_Types>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
		<Projectile_Fire_Recharge_Seconds>2.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 35.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 4.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 2.0 </Targeting_Fire_Inaccuracy>

		<SFXEvent_Select>Unit_Select_Plex_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Plex_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Plex_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Plex_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Plex_Soldier</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Plex_Soldier_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>
		
		<!-- Placeholder events for Frank -->
		<SFXEvent_Assist_Move> Unit_Assist_Move_Plex_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Plex_Soldier </SFXEvent_Assist_Attack>

		<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
		
		<CategoryMask> Infantry | AntiVehicle</CategoryMask>
		<MovementClass> Infantry </MovementClass>

		<OccupationStyle>1x1</OccupationStyle>
		<FormationRaggedness> 0.0 </FormationRaggedness>
		<WaitsForFormationFormup>false</WaitsForFormationFormup>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<AI_Combat_Power>20</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Rocket_Infantry_Attack_Priority</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Land_FOW_Reveal_Range>210.0</Land_FOW_Reveal_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Targeting_Max_Attack_Distance>210.0</Targeting_Max_Attack_Distance>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

  		<Encyclopedia_Text>TEXT_TOOLTIP_PLEX TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

		<Death_Clone>Damage_Force_Whirlwind, Plex_Soldier_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Plex_Soldier_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Plex_Soldier_Crush_Death_Clone</Death_Clone>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Remote_Bomb, Plex_Soldier_Remote_Bomb_Death_Clone</Death_Clone>

		<Presence_Induced_Animations>
			Celebrate, 
				AT_AT_Walker_Cable_Attack_Death_Clone,
				AT_AT_Walker_Death_Clone_00,
				AT_AT_Walker_Death_Clone_01,
				AT_AT_Walker_Death_Clone_02
		</Presence_Induced_Animations>		

		<Tactical_Bribe_Cost>25</Tactical_Bribe_Cost>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Plex_Soldier</SFXEvent_GUI_Unit_Ability_Activated>		  
			</Unit_Ability>
		</Unit_Abilities_Data>
		
		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Plex_Soldier_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Plex_Soldier_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Plex_Soldier </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Rebel_Soldier_Converted </SFXEvent_Select>						 
		<SFXEvent_Move> Unit_Move_Rebel_Soldier_Converted </SFXEvent_Move>                      	
		<SFXEvent_Attack> Unit_Attack_Rebel_Soldier_Converted </SFXEvent_Attack>                 
		<SFXEvent_Guard> Unit_Guard_Rebel_Soldier_Converted </SFXEvent_Guard>                   	  
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier_Converted </SFXEvent_Assist_Move>			  
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier_Converted </SFXEvent_Assist_Attack>  	
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>
	
	<GroundInfantry Name="Plex_Soldier_NonVictroy">
		<Variant_Of_Existing_Type> Plex_Soldier </Variant_Of_Existing_Type>
		<Victory_Relevant>no</Victory_Relevant>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>
	
	<GroundInfantry Name="Plex_Soldier_Remote_Bomb_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Bomb_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>	

	<GroundInfantry Name="Rebel_Trooper">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_REBEL_TROOPER</Text_ID>
		<Encyclopedia_Good_Against> Stormtrooper Underworld_Merc </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Crawler Destroyer_Droid UC_Empire_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
		<Stealth_Capable>No</Stealth_Capable>
		<Land_Model_Name>RI_INFANTRY.ALO</Land_Model_Name>
		<Land_Terrain_Model_Mapping>
            		Temperate, 			RI_INFANTRY_Forest.ALO,
            		Urban, 				RI_INFANTRY.ALO,
					Arctic, 			RI_INFANTRY_Snow.ALO,
            		Volcanic, 			RI_INFANTRY.ALO,
            		Desert, 			RI_INFANTRY_Desert.ALO,
            		Forest, 			RI_INFANTRY_Forest.ALO,
            		Swamp, 				RI_INFANTRY_Forest.ALO

		</Land_Terrain_Model_Mapping>
		<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Movement_Animation_Speed> 0.65 </Movement_Animation_Speed>
		<Walk_Animation_Speed> .366 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
		<Max_Speed> 1 </Max_Speed> <!-- inc from 0.8 -->
		<Max_Rate_Of_Turn> 20.0 </Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .07 </OverrideAcceleration>
		<OverrideDeceleration> .07 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
		<FormationGrouping> Standard </FormationGrouping>
		
		<Armor_Type> Armor_Infantry </Armor_Type>

		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>48</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Victory_Relevant>yes</Victory_Relevant>
		<Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types>
		<Projectile_Damage>3.0</Projectile_Damage>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 3.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>

		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
		
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier </SFXEvent_Assist_Attack>

		<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
		
		<CategoryMask> Infantry </CategoryMask>
		<MovementClass>Infantry</MovementClass>
		<Property_Flags>Fodder</Property_Flags>

		<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
		<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed> 
		<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
		<Cinematic_Anim_Index>00</Cinematic_Anim_Index>

		<Icon_Name>i_button_rebel_soldier.tga</Icon_Name>
		<OccupationStyle>1x1</OccupationStyle>
		<FormationRaggedness> 0.0 </FormationRaggedness>
		<WaitsForFormationFormup>false</WaitsForFormationFormup>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
        <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<Death_Clone>Damage_Force_Whirlwind, Rebel_Trooper_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Rebel_Trooper_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Rebel_Trooper_Crush_Death_Clone</Death_Clone>
		<AI_Combat_Power>6</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>    <!-- disabled, the team has big selection circle -->
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

  		<Encyclopedia_Text>TEXT_TOOLTIP_REBELSOLDIER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Remote_Bomb, Rebel_Trooper_Remote_Bomb_Death_Clone</Death_Clone>

		<Tactical_Bribe_Cost>25</Tactical_Bribe_Cost>

		<Presence_Induced_Animations>
			Celebrate, 
				AT_AT_Walker_Cable_Attack_Death_Clone,
				AT_AT_Walker_Death_Clone_00,
				AT_AT_Walker_Death_Clone_01,
				AT_AT_Walker_Death_Clone_02
		</Presence_Induced_Animations>		
		
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Rebel_Soldier</SFXEvent_GUI_Unit_Ability_Activated>			
				</Unit_Ability>
		</Unit_Abilities_Data>
		
		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Rebel_Trooper_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>
	
	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Rebel_Trooper_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Rebel_Trooper </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Rebel_Soldier_Converted </SFXEvent_Select>						<!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Move> Unit_Move_Rebel_Soldier_Converted </SFXEvent_Move>                      	<!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Attack> Unit_Attack_Rebel_Soldier_Converted </SFXEvent_Attack>                	<!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Guard> Unit_Guard_Rebel_Soldier_Converted </SFXEvent_Guard>                   	<!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier_Converted </SFXEvent_Assist_Move>			<!-- STUB PLACEHOLDER FOR FRANK -->  
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier_Converted </SFXEvent_Assist_Attack>  	<!-- STUB PLACEHOLDER FOR FRANK -->  
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
		</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>
	
	<GroundInfantry Name="Rebel_Trooper_Remote_Bomb_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Bomb_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>		
	
	<GroundInfantry Name="Rebel_Trooper_NonVictroy">
		<Variant_Of_Existing_Type> Rebel_Trooper </Variant_Of_Existing_Type>
		<Victory_Relevant>no</Victory_Relevant>
	</GroundInfantry>


	<GroundInfantry Name="Rebel_Pilot">
		<Text_ID>TEXT_UNIT_REBEL_PILOT</Text_ID>
		<Encyclopedia_Good_Against> Stormtrooper Underworld_Merc </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Crawler Destroyer_Droid UC_Empire_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
		<Land_Model_Name>RI_PILOT.ALO</Land_Model_Name>
		<Icon_Name>i_button_pilot.tga</Icon_Name>
		<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>

		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
 
        <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
        <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		
		<Movement_Animation_Speed> 0.65 </Movement_Animation_Speed>
		<Walk_Animation_Speed> .366 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
		<Max_Speed> 1 </Max_Speed> <!-- inc from 0.8 -->
		<Max_Rate_Of_Turn> 20.0 </Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .07 </OverrideAcceleration>
		<OverrideDeceleration> .07 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
		<FormationGrouping> Standard </FormationGrouping>
		
		<Armor_Type> Armor_Infantry </Armor_Type>


		<Select_Box_Scale>20</Select_Box_Scale>

		<Scale_Factor>1.5</Scale_Factor>

		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>75</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Victory_Relevant>yes</Victory_Relevant>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types>
		<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>

		<Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>


		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier </SFXEvent_Assist_Attack>
		<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
		
		<CategoryMask> Infantry </CategoryMask>
		<MovementClass>Infantry</MovementClass>

		<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
		<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed> 
		<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
		<Cinematic_Anim_Index>00</Cinematic_Anim_Index>

		<OccupationStyle>1x1</OccupationStyle>
		<FormationRaggedness> 0.0 </FormationRaggedness>
		<WaitsForFormationFormup>false</WaitsForFormationFormup>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
        <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<AI_Combat_Power>5</AI_Combat_Power>
		
		<Death_Clone>Damage_Force_Whirlwind, Rebel_Pilot_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Rebel_Pilot_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Rebel_Pilot_Crush_Death_Clone</Death_Clone>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>    <!-- disabled, the team has big selection circle -->
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

  		<Encyclopedia_Text>TEXT_TOOLTIP_REBEL_PILOT TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Score_Cost_Credits> 15 </Score_Cost_Credits>
		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
	
		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Rebel_Pilot_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Rebel_Pilot_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Rebel_Pilot </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Rebel_Soldier_Converted </SFXEvent_Select>             
		<SFXEvent_Move> Unit_Move_Rebel_Soldier_Converted </SFXEvent_Move>                      
		<SFXEvent_Attack> Unit_Attack_Rebel_Soldier_Converted </SFXEvent_Attack>                 
		<SFXEvent_Guard> Unit_Guard_Rebel_Soldier_Converted </SFXEvent_Guard>                   
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier_Converted </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier_Converted </SFXEvent_Assist_Attack>      
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>
		</GroundInfantry>

	<GroundInfantry Name="Rebel_Pilot_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Pilot_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Pilot_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>





	<GroundInfantry Name="Rebel_Infiltrator">
		<Text_ID>TEXT_UNIT_REBEL_INFILTRATOR</Text_ID>
		<Encyclopedia_Good_Against> Stormtrooper Underworld_Merc</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Crawler Destroyer_Droid UC_Empire_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
  		<Encyclopedia_Text>TEXT_TOOLTIP_INFILTRATOR TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_COMMANDO</Encyclopedia_Unit_Class>

		<Stealth_Capable>Yes</Stealth_Capable>
		<Land_Model_Name>RI_Infiltrator.alo</Land_Model_Name>
		<Behavior>SELECTABLE</Behavior>
		
		<LandBehavior>ABILITY_COUNTDOWN, SURFACE_FX,WALK_LOCOMOTOR,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, IDLE, GARRISON_UNIT</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Garrison_Category> Infantry </Garrison_Category>
		<Movement_Animation_Speed> 0.7 </Movement_Animation_Speed>
		<Rotation_Animation_Speed> 8.0 </Rotation_Animation_Speed>
		<Max_Speed>1.4</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .1 </OverrideAcceleration>
		<OverrideDeceleration> .1 </OverrideDeceleration>
		<FormationOrder> 3 </FormationOrder>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>8</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>70</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Victory_Relevant>yes</Victory_Relevant>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
		
		<Targeting_Max_Attack_Distance>325.0</Targeting_Max_Attack_Distance>
		<Land_FOW_Reveal_Range>325.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>

		<Projectile_Types> Proj_Infiltrator_Blaster </Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>2.5</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>

		<Targeting_Fire_Inaccuracy> Infantry, 0.1 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 7.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 7.0 </Targeting_Fire_Inaccuracy>

		<CategoryMask> Infantry | AntiVehicle</CategoryMask>
		<MovementClass> Infantry </MovementClass>

		<OccupationStyle>1x1</OccupationStyle>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>

		<SFXEvent_Select>Unit_Select_Rebel_Infiltrator</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Infiltrator</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Infiltrator</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Infiltrator</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Infiltrator</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>
		
		<!-- Placeholder events for Frank -->
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Infiltrator </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Infiltrator </SFXEvent_Assist_Attack>

		<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
		  
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>No</Create_Team>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Select_Box_Scale>27</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Weather_Category>Infantry</Weather_Category>
		<Icon_Name>i_button_infiltrator.tga</Icon_Name>

		<Surface_Type_Cover_Damage_Shield>.25</Surface_Type_Cover_Damage_Shield>
		<!-- Special abilities for grenade attack, demolitions, decreased radar signature -->

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>350</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>RC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
		<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> 
		<!--<MULTIPLAYER SKIRMISH VALUES END>-->

		<Tactical_Bribe_Cost>100</Tactical_Bribe_Cost>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>STICKY_BOMB</Type>
				<Recharge_Seconds>30.0f </Recharge_Seconds>
				<GUI_Activated_Ability_Name>Infiltrator_Grenade_Attack</GUI_Activated_Ability_Name>
				<SFXEvent_Target_Ability> Unit_Attack_02_Rebel_Infiltrator </SFXEvent_Target_Ability>
				<Supports_Autofire>True</Supports_Autofire>
			</Unit_Ability>
		</Unit_Abilities_Data>
		
		<Abilities SubObjectList="Yes">
			<Grenade_Attack_Ability Name="Infiltrator_Grenade_Attack"> 
				<Activation_Style> User_Input </Activation_Style> <!-- Was Special_Attack -->
				<!-- We need to be within this distance of the clicked target to consider throwing the grenade -->
				<Activation_Min_Range>5.0</Activation_Min_Range>
				<Activation_Max_Range>75.0</Activation_Max_Range>
				<Requires_Direct_Player_Command> No </Requires_Direct_Player_Command> <!-- Was NO -->
				<Grenade_Type>Proj_Sticky_Bomb</Grenade_Type>
				<Grenade_Toss_Anim>BOMBTOSS</Grenade_Toss_Anim>
				<Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame>
				<Grenade_Spawn_Bone>MuzzleB_00</Grenade_Spawn_Bone>
				<Grenade_Explode_Timer_In_Secs>8.0</Grenade_Explode_Timer_In_Secs>
				<!-- Percentage chance to activate given a certain number of valid targets in range. -->
				<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
				<Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance>
				<!-- We only consider the following unit types "valid targets": -->
				<Applicable_Unit_Categories>Vehicle | Structure</Applicable_Unit_Categories>
				<!-- <Applicable_Unit_Types /> -->
			</Grenade_Attack_Ability>
		</Abilities>
		
		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>1.0</Death_Persistence_Duration>

		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Rebel_Infiltrator_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Rebel_Infiltrator_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Rebel_Infiltrator </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Rebel_Soldier_Converted </SFXEvent_Select>             
		<SFXEvent_Move> Unit_Move_Rebel_Soldier_Converted </SFXEvent_Move>                      
		<SFXEvent_Attack> Unit_Attack_Rebel_Soldier_Converted </SFXEvent_Attack>                 
		<SFXEvent_Guard> Unit_Guard_Rebel_Soldier_Converted </SFXEvent_Guard>                   
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier_Converted </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier_Converted </SFXEvent_Assist_Attack> 	 
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>
		</GroundInfantry>

	<GroundInfantry Name="Pirate_Soldier">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_PIRATE_SOLDIER</Text_ID>
		<Encyclopedia_Good_Against> Rebel_Trooper Stormtrooper Underworld_Merc</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Crawler Destroyer_Droid UC_Empire_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
		<Stealth_Capable>No</Stealth_Capable>
		<Land_Model_Name>NI_PirateSoldier.ALO</Land_Model_Name>
		<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>
		<Icon_Name>i_button_pirate_soldier.tga</Icon_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>

		<Movement_Animation_Speed> 0.65 </Movement_Animation_Speed>
		<Walk_Animation_Speed> .366 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
		<Max_Speed> 1 </Max_Speed> <!-- inc from 0.8 -->
		<Max_Rate_Of_Turn> 20.0 </Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>

		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .4 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .1 </OverrideAcceleration>
		<OverrideDeceleration> .25 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
		<FormationGrouping> Standard </FormationGrouping>
		
		<Scale_Factor>1.5</Scale_Factor>
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Pirates</Affiliation>
		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>30</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Victory_Relevant>yes</Victory_Relevant>
		<Projectile_Types>Proj_Hand_Blaster_Green</Projectile_Types>
		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>130.0</Targeting_Max_Attack_Distance>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Targeting_Fire_Inaccuracy> Infantry, 1.5 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>

		<CategoryMask> Infantry </CategoryMask>
		<MovementClass> Infantry </MovementClass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<SFXEvent_Select> Unit_Select_Pirate_Soldier </SFXEvent_Select>         		
		<SFXEvent_Move> Unit_Move_Pirate_Soldier </SFXEvent_Move>  
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack> Unit_Attack_Pirate_Soldier </SFXEvent_Attack>         		 
		<SFXEvent_Guard> Unit_Guard_Pirate_Soldier </SFXEvent_Guard>            		 
		<SFXEvent_Assist_Move> Unit_Assist_Move_Pirate_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pirate_Soldier </SFXEvent_Assist_Attack> 
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>

		<OccupationStyle>1x1</OccupationStyle>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<AI_Combat_Power>6</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Encyclopedia_Text> TEXT_TOOLTIP_PIRATE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

		<Tactical_Bribe_Cost>25</Tactical_Bribe_Cost>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Pirate_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
		</Unit_Abilities_Data>
		
		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Pirate_Soldier_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>
	
	<GroundInfantry Name="Pirate_Soldier_NonSquad">
		<Variant_Of_Existing_Type> Pirate_Soldier </Variant_Of_Existing_Type>
		<Create_Team>False</Create_Team>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,WEAPON,TARGETING,STUNNABLE,REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
	</GroundInfantry>
	
	<GroundInfantry Name="Pirate_Soldier_NonVictroy">
		<Variant_Of_Existing_Type> Pirate_Soldier </Variant_Of_Existing_Type>
		<Victory_Relevant>no</Victory_Relevant>
	</GroundInfantry>
	
	<GroundInfantry Name="Pirate_Soldier_R">
		<Variant_Of_Existing_Type> Pirate_Soldier </Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>
	</GroundInfantry>
	
	<GroundInfantry Name="Pirate_Soldier_E">
		<Variant_Of_Existing_Type> Pirate_Soldier </Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>
	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Pirate_Soldier_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Pirate_Soldier </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Pirate_Soldier </SFXEvent_Select>         		
      <SFXEvent_Move> Unit_Move_Pirate_Soldier </SFXEvent_Move>               		
      <SFXEvent_Attack> Unit_Attack_Pirate_Soldier </SFXEvent_Attack>         		 
      <SFXEvent_Guard> Unit_Guard_Pirate_Soldier </SFXEvent_Guard>            		 
		<SFXEvent_Assist_Move> Unit_Assist_Move_Pirate_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pirate_Soldier </SFXEvent_Assist_Attack> 
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Pirate_Plex">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_PIRATE_PLEX</Text_ID>
		<Encyclopedia_Good_Against> M1_Repulsor_Tank T2B_Tank MZ8_Pulse_Cannon_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Crawler Destroyer_Droid Rebel_Trooper </Encyclopedia_Vulnerable_To>
		<Stealth_Capable>No</Stealth_Capable>
		<Land_Model_Name>NI_PiratePlex.ALO</Land_Model_Name>
		<Icon_Name>i_button_plex_soldier.tga</Icon_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Movement_Animation_Speed> 0.688 </Movement_Animation_Speed>
		<Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
		<Walk_Animation_Speed> .269 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .393 </Crouch_Animation_Speed>
		<Max_Speed>1</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Formation_Formup_Wait_Style> WaitNone </Formation_Formup_Wait_Style>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>

		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .1 </OverrideAcceleration>
		<OverrideDeceleration> .25 </OverrideDeceleration>
		<FormationOrder> 3 </FormationOrder>
			
		<Scale_Factor>1.5</Scale_Factor>
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Pirates</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>1</Damage>
		<Tactical_Health>30</Tactical_Health>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Victory_Relevant>yes</Victory_Relevant>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Projectile_Types>Proj_Plex_Missile</Projectile_Types>

		<Land_FOW_Reveal_Range>210.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>210.0</Targeting_Max_Attack_Distance>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 12.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 12.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 12.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 12.0 </Targeting_Fire_Inaccuracy>

		<SFXEvent_Select> Unit_Select_Pirate_Plex_Soldier </SFXEvent_Select>         		
		<SFXEvent_Move> Unit_Move_Pirate_Plex_Soldier </SFXEvent_Move>  
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Plex_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack> Unit_Attack_Pirate_Plex_Soldier </SFXEvent_Attack>         		 
		<SFXEvent_Guard> Unit_Guard_Pirate_Plex_Soldier </SFXEvent_Guard>            		 
		<SFXEvent_Assist_Move> Unit_Assist_Move_Pirate_Plex_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pirate_Plex_Soldier </SFXEvent_Assist_Attack> 
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>

		<CategoryMask> Infantry | AntiVehicle</CategoryMask>
		<MovementClass> Infantry </MovementClass>

		<OccupationStyle>1x1</OccupationStyle>
		<FormationRaggedness> 0.0 </FormationRaggedness>
		<WaitsForFormationFormup>false</WaitsForFormationFormup>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
        <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<AI_Combat_Power>12</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Rocket_Infantry_Attack_Priority</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>
		
		<Encyclopedia_Text> TEXT_TOOLTIP_PIRATEPLEX TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>

		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Tactical_Bribe_Cost>25</Tactical_Bribe_Cost>
		
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
			</Unit_Ability>
		</Unit_Abilities_Data>
		
		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Pirate_Plex_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Pirate_Plex_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Pirate_Plex </Variant_Of_Existing_Type>			
		<SFXEvent_Select> Unit_Select_Pirate_Plex_Soldier </SFXEvent_Select>         		
      <SFXEvent_Move> Unit_Move_Pirate_Plex_Soldier </SFXEvent_Move>               		
      <SFXEvent_Attack> Unit_Attack_Pirate_Plex_Soldier </SFXEvent_Attack>         		 
      <SFXEvent_Guard> Unit_Guard_Pirate_Plex_Soldier </SFXEvent_Guard>            		 
		<SFXEvent_Assist_Move> Unit_Assist_Move_Pirate_Plex_Soldier </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pirate_Plex_Soldier </SFXEvent_Assist_Attack> 
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_01">
		<Text_ID>TEXT_UNIT_REBEL_PRISONER</Text_ID>
		<Land_Model_Name> NI_Gmale_swamp_A.ALO </Land_Model_Name>
		<Land_Model_Anim_Override_Name>NI_GMale_Urban_A.ALO</Land_Model_Anim_Override_Name>
		<Icon_Name>i_button_gmale_swamp.tga</Icon_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,REVEAL,HIDE_WHEN_FOGGED</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Select_Box_Scale>10</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<Mass>1.0</Mass>
		<GUI_Bracket_Width>5</GUI_Bracket_Width>
		<GUI_Bracket_Height>0</GUI_Bracket_Height>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>
		<Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
		<Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
		<Is_Combustible>yes</Is_Combustible>
		<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
		<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
		<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		
		<Max_Speed>1</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing>
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .1 </OverrideAcceleration>
		<OverrideDeceleration> .25 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
		<FormationGrouping> Standard </FormationGrouping>

		<Scale_Factor>1.5</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Affiliation>Rebel</Affiliation>
		<Required_Timeline>0</Required_Timeline>
		<IsBuildable>No</IsBuildable>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Size_Value>10</Size_Value>
		<Armor_Type> Armor_Infantry </Armor_Type>
		<Damage>1</Damage>
		<Tactical_Health>15</Tactical_Health>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		
		<Land_FOW_Reveal_Range>120.0</Land_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		
		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>

		<Idle_Chase_Range>500.0</Idle_Chase_Range>
		<Guard_Chase_Range>500.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<MovementClass>Infantry</MovementClass>
		<CategoryMask> Infantry </CategoryMask>
		<Victory_Relevant>No</Victory_Relevant>
		<Weather_Category>Infantry</Weather_Category>
		
		<Death_Clone>Damage_Force_Whirlwind, Prisoner_Rebel_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Prisoner_Rebel_Force_Lightning_Death_Clone</Death_Clone>
		
		<Score_Cost_Credits> 0 </Score_Cost_Credits>
		
		<OccupationStyle>1x1</OccupationStyle>
		<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		
		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>SPREAD_OUT</Type>
				<Mod_Multiplier>SPEED_MULTIPLIER,	 0.5f</Mod_Multiplier>
				<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
			</Unit_Ability>
		</Unit_Abilities_Data>
		
		
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index />
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_02">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_03">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_04">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_05">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_06">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
	</GroundInfantry>

	<GroundInfantry Name="Prisoner_Rebel_07">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
	</GroundInfantry>
	
	<GroundInfantry Name="General_Dodonna_Story">
		<Variant_Of_Existing_Type>Prisoner_Rebel_01</Variant_Of_Existing_Type>
		<Icon_Name>i_button_fleet_commander.tga</Icon_Name>
		<Text_ID>TEXT_HERO_GENERAL_DODONNA</Text_ID>
		<Armor_Type> Armor_Hero </Armor_Type>
		<Tactical_Health>100</Tactical_Health>
	</GroundInfantry>



	<GroundInfantry Name="Imperial_Guard_Non_AI">
		<Text_ID>TEXT_INDIG_ELITE_GUARD</Text_ID>
		<Land_Model_Name>EI_RoyalGaurd.alo</Land_Model_Name>
		<Icon_Name>i_button_imperial_guard.tga</Icon_Name>
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
		<Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
		<Walk_Animation_Speed> .366 </Walk_Animation_Speed>
		<Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
		<Max_Speed>0.8</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius>
		<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
		<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
		<Space_Layer> Land </Space_Layer>
		<UnitCollisionClass> Infantry </UnitCollisionClass>
		<FormationSpacing> .5 </FormationSpacing> 
		<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
		<OverrideAcceleration> .05 </OverrideAcceleration>
		<OverrideDeceleration> .05 </OverrideDeceleration>
		<FormationOrder> 2 </FormationOrder>
				
		<Scale_Factor>1.5</Scale_Factor>
		<Type>Walk</Type>
		<Deploys>No</Deploys>
		<Affiliation>Empire</Affiliation>
		<Political_Control>0</Political_Control>
		<Size_Value>10</Size_Value>
		<Damage>20</Damage>
		<Sensor_Range>20</Sensor_Range>
		<Shield_Points>0</Shield_Points>
		<Tactical_Health>50</Tactical_Health>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Energy_Capacity>0</Energy_Capacity>
		<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
		<Stealth_Capable>No</Stealth_Capable>

		<Armor_Type> Armor_Infantry </Armor_Type>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<Victory_Relevant>yes</Victory_Relevant>
		<Land_FOW_Reveal_Range>160.0</Land_FOW_Reveal_Range>

		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

		<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
		<Projectile_Types>Proj_Force_Pike</Projectile_Types>
		<Targeting_Max_Attack_Distance>25.0</Targeting_Max_Attack_Distance>
		<Projectile_Appearance_Delay_Frames> 6 </Projectile_Appearance_Delay_Frames>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy> Infantry, 2.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Vehicle, 3.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Air, 20.0 </Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>
		
		<Turret_Rotate_Extent_Degrees>100.0</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>30.0</Turret_Elevate_Extent_Degrees>

		<SFXEvent_Select>Unit_Select_Imp_Guard</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Imp_Guard</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Imp_Guard</SFXEvent_Attack>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Imp_Guard</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Imp_Guard</SFXEvent_Assist_Attack>
		<SFXEvent_Guard>Unit_Guard_Imp_Guard</SFXEvent_Guard>
		<SFXEvent_Fire>Unit_Force_Pike_Swing</SFXEvent_Fire>		
		<Death_SFXEvent_Start_Die>Unit_Stormtrooper_Death</Death_SFXEvent_Start_Die>

		<CategoryMask> Infantry </CategoryMask>
		<MovementClass> Infantry </MovementClass>

		<OccupationStyle>1x1</OccupationStyle>
		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
        <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
		<Is_Squashable> Yes </Is_Squashable>
		<Create_Team>Yes</Create_Team>
		<AI_Combat_Power>7</AI_Combat_Power>

		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
		
		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		
		<Select_Box_Scale>27</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Weather_Category>Infantry</Weather_Category>

		<Encyclopedia_Text> TEXT_TOOLTIP_ELITE_GUARD TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>

		<Score_Cost_Credits> 0 </Score_Cost_Credits>
		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
	
		<Presence_Induced_Animations>
			Attention, 
				Emperor_Palpatine,
				Darth_Vader,
		</Presence_Induced_Animations>

	</GroundInfantry>



<!-- Used for guarding field commanders in team -->

	<GroundInfantry Name="E_Field_Commander_Guard">
		<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_COMMANDER_GUARD_E</Text_ID>
		<Tactical_Health>70</Tactical_Health>
		<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
        <Damage>2</Damage>
		<Score_Cost_Credits> 250 </Score_Cost_Credits>
		<Create_Team>No</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="Squad_E_Field_Commander_Guard">
		<Variant_Of_Existing_Type>Squad_Stormtrooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_COMMANDER_GUARD_E</Text_ID>
		<Tactical_Health>70</Tactical_Health>
		<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
		<Score_Cost_Credits> 250 </Score_Cost_Credits>
		<Create_Team>Yes</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="R_Field_Commander_Guard">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_COMMANDER_GUARD_R</Text_ID>
		<Tactical_Health>70</Tactical_Health>
        <Damage>2</Damage>
		<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
		<Score_Cost_Credits> 250 </Score_Cost_Credits>
		<Create_Team>No</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="Squad_R_Field_Commander_Guard">
		<Variant_Of_Existing_Type>Squad_Rebel_Trooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_COMMANDER_GUARD_R</Text_ID>
		<Tactical_Health>70</Tactical_Health>
		<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
		<Score_Cost_Credits> 250 </Score_Cost_Credits>
		<Create_Team>Yes</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Stormtrooper">
		<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_STORMTROOPER</Text_ID>
		<LandBehavior>LANDING, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Squashable> Yes </Is_Squashable>
		<Max_Speed> 1 </Max_Speed>
		<Space_Layer> None </Space_Layer>
		<Custom_Soft_Footprint_Radius> 3.0 </Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness> .2 </FormationRaggedness>
		<MaxJiggleDistance> 2 </MaxJiggleDistance>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Rebel_Trooper">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_REBEL_TROOPER</Text_ID>
		<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Squashable> Yes </Is_Squashable>		
		<Max_Speed> 1 </Max_Speed>
		<Space_Layer> None </Space_Layer>
		<Custom_Soft_Footprint_Radius> 3.0 </Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness> 1.6 </FormationRaggedness>
		<MaxJiggleDistance> 3.5 </MaxJiggleDistance>

		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Squad_Rebel_Trooper_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Squad_Rebel_Trooper_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Squad_Rebel_Trooper </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Rebel_Soldier_Converted </SFXEvent_Select>             
		<SFXEvent_Move> Unit_Move_Rebel_Soldier_Converted </SFXEvent_Move>                      
		<SFXEvent_Attack> Unit_Attack_Rebel_Soldier_Converted </SFXEvent_Attack>                 
		<SFXEvent_Guard> Unit_Guard_Rebel_Soldier_Converted </SFXEvent_Guard>                   
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier_Converted </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier_Converted </SFXEvent_Assist_Attack> 	
	</GroundInfantry>
	
	<GroundInfantry Name="Squad_Plex_Soldier">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_PLEX_SOLDIER</Text_ID>
		<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
		<Is_Squashable> Yes </Is_Squashable>
		<Max_Speed> 1 </Max_Speed>
		<Space_Layer> None </Space_Layer>
		<Custom_Soft_Footprint_Radius> 3.0 </Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness> 1.4 </FormationRaggedness>
		<MaxJiggleDistance> 3.5 </MaxJiggleDistance>

		<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
		<Conversion_Ability_Changes_To_Enemy> Squad_Plex_Soldier_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>

	</GroundInfantry>

	<!-- Version of above Infantry who has been converted to enemy by Force Corruption ability.                                            -->
	<!-- This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability. -->
	<!-- IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed   -->
	<!-- there could be serious ramifications, so please consult with Programming team.                                                    -->
	<GroundInfantry Name="Squad_Plex_Soldier_Converted_To_Enemy">
		<Variant_Of_Existing_Type> Squad_Plex_Soldier </Variant_Of_Existing_Type>
		<SFXEvent_Select> Unit_Select_Rebel_Soldier_Converted </SFXEvent_Select>             
		<SFXEvent_Move> Unit_Move_Rebel_Soldier_Converted </SFXEvent_Move>                      
		<SFXEvent_Attack> Unit_Attack_Rebel_Soldier_Converted </SFXEvent_Attack>                 
		<SFXEvent_Guard> Unit_Guard_Rebel_Soldier_Converted </SFXEvent_Guard>                   
		<SFXEvent_Assist_Move> Unit_Assist_Move_Rebel_Soldier_Converted </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_Rebel_Soldier_Converted </SFXEvent_Assist_Attack>
	</GroundInfantry>




	<!-- GENERIC DEATH CLONES -->


	<!-- used for underworld disruptor kills -->

	<GroundInfantry Name="Infantry_Disruptor_Death_Clone_00">
		<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Disruptor_Death_Clone_01">
		<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Short_Disruptor_Death_Clone_00">
		<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
		<Scale_Factor>0.75</Scale_Factor>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Short_Disruptor_Death_Clone_01">
		<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
		<Scale_Factor>0.75</Scale_Factor>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Tall_Disruptor_Death_Clone_00">
		<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
		<Scale_Factor>1.5</Scale_Factor>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Tall_Disruptor_Death_Clone_01">
		<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
		<Scale_Factor>1.5</Scale_Factor>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
	</GroundInfantry>


	<!-- used for underworld radioactive contamination kills -->

	<GroundInfantry Name="Infantry_Melt_Death_Clone_00">
		<Land_Model_Name>w_infect.alo</Land_Model_Name>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<Death_SFXEvent_Start_Die>Unit_Infantry_Infected_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Short_Melt_Death_Clone_00">
		<Land_Model_Name>w_infect.alo</Land_Model_Name>
		<Scale_Factor>0.75</Scale_Factor>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<Death_SFXEvent_Start_Die>Unit_Infantry_Infected_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Infantry_Tall_Melt_Death_Clone_00">
		<Land_Model_Name>w_infect.alo</Land_Model_Name>
		<Scale_Factor>1.5</Scale_Factor>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<Death_SFXEvent_Start_Die>Unit_Infantry_Infected_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>






</GroundInfantry_Units>
