<script>
<scriptversion>
1.2
</scriptversion>


<data file="data\fx\effects.ini" method="append">
<source>
[Effect]
nickname = ptdef_01_proj
effect_type = EFT_WEAPON_PROJ 
vis_beam = ptdef_01_beam
</source>
</data>

<data file="data\fx\beam_effects.ini" method="append">
<source>
[BeamSpear]
nickname = ptdef_01_beam
tip_length = 25
tail_length = 200
head_width = 2
core_width = 2
tip_color = 0, 0, 0
core_color = 255, 255, 255
outter_color = 200, 200, 255
tail_color = 55, 55, 155
head_brightness = 1
trail_brightness = 1
head_texture = ball
trail_texture = wide
flash_size = 4
</source>
</data>

<data file="data\equipment\weaponmoddb.ini" method="append">
<source>
[WeaponType]
nickname = W_Rocket
shield_mod = S_Graviton01, 1.000000 
shield_mod = S_Graviton02, 1.000000 
shield_mod = S_Graviton03, 1.000000 
shield_mod = S_Molecular01, 1.000000 
shield_mod = S_Molecular02, 1.000000 
shield_mod = S_Molecular03, 1.000000 
shield_mod = S_Positron01, 1.000000 
shield_mod = S_Positron02, 1.000000 
shield_mod = S_Positron03, 1.000000
shield_mod = S_Borg, 0.800000
shield_mod = S_Biologic, 1.000000

[WeaponType]
nickname = W_Driver 
shield_mod = S_Graviton01, 0.000000 
shield_mod = S_Graviton02, 0.000000 
shield_mod = S_Graviton03, 0.000000 
shield_mod = S_Molecular01, 0.100000 
shield_mod = S_Molecular02, 0.100000 
shield_mod = S_Molecular03, 0.100000 
shield_mod = S_Positron01, 0.000000 
shield_mod = S_Positron02, 0.000000 
shield_mod = S_Positron03, 0.000000
shield_mod = S_Borg, 0.800000
shield_mod = S_Biologic, 0.600000

[WeaponType]
nickname = W_Flame
shield_mod = S_Graviton01, 1.000000 
shield_mod = S_Graviton02, 1.000000 
shield_mod = S_Graviton03, 1.000000 
shield_mod = S_Molecular01, 1.000000 
shield_mod = S_Molecular02, 1.000000 
shield_mod = S_Molecular03, 1.000000 
shield_mod = S_Positron01, 1.000000 
shield_mod = S_Positron02, 1.000000 
shield_mod = S_Positron03, 1.000000
shield_mod = S_Borg, 0.800000
shield_mod = S_Biologic, 1.200000
</source>
</data>

<data file="data\audio\sounds.ini" method="append">
<source>
[Sound]
nickname = fire_mass_light01 
file = audio\sounds\weapons\fire_mass_light01.wav 
range = 60, 500 
crv_pitch = 9 
attenuation = -7 

[Sound]
nickname = fire_mass_light02 
file = audio\sounds\weapons\fire_mass_light02.wav 
range = 60, 500 
crv_pitch = 9 
attenuation = -7 

[Sound]
nickname = fire_mass_light03
file = audio\sounds\weapons\fire_mass_light03.wav 
range = 60, 500 
crv_pitch = 9 
attenuation = -7 

[Sound]
nickname = fire_mass_heavy01 
file = audio\sounds\weapons\fire_mass_heavy01.wav 
range = 60, 500 
crv_pitch = 9 
attenuation = -7 

[Sound]
nickname = fire_mass_heavy02 
file = audio\sounds\weapons\fire_mass_heavy02.wav 
range = 60, 500 
crv_pitch = 9 
attenuation = -7 

[Sound]
nickname = fire_mass_heavy03 
file = audio\sounds\weapons\fire_mass_heavy03.wav 
range = 60, 500 
crv_pitch = 9 
attenuation = -7 
</source>
</data>

<data file="data\equipment\weapon_equip.ini" method="append">
<source>
[Munition]
nickname = missile01_mark01_cluster_ammo
explosion_arch = missile01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Javelin Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>J63-C "Cluster Javelin" Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Javelin with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile01_mark01_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Javelin Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>J63-C "Cluster Javelin" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Javelin Missile launcher's main attribute is its stalwart reliability; delivering a punishing payload accurately and effectively.  This and its relatively inexpensive cost make the Javelin a welcome addition to any arsenal. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 61
refire_delay = 0.120000
muzzle_velocity = 30.299999
toughness = 2.400000
projectile_archetype = missile01_mark01_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile01_mark02_cluster_ammo
explosion_arch = missile01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Slingshot Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>S2-C "Cluster Slingshot" Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Slingshot with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile01_mark02_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Slingshot Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>S-2-C "Cluster Slingshot" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Based on the original Javelin design, the Slingshot turret delivers more firepower in the same compact casing.   Though it is slightly more expensive, the reformulated payload of its missiles provides a significant advantage in all offensive and defensive situations. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 122
refire_delay = 0.120000
muzzle_velocity = 30.299999
toughness = 3.700000
projectile_archetype = missile01_mark02_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile01_mark03_cluster_ammo
explosion_arch = missile01_mark03_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Catapult Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>C82b-C "Cluster Catapult" Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Catapult with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile01_mark03_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Catapult Pod")   
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>C82b-C "Cluster Catapult" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Designed to deliver the maximum damage to the target, the Catapult Missile Launcher has distinguished itself repeatedly in armed combat situations.  With its missiles having greater payload capacity and more sophisticated flight dynamics,  this launcher is considered by many to be the premiere in ballistic weaponry. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>")  
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 244
refire_delay = 0.120000
muzzle_velocity = 30.299999
toughness = 6.100000
projectile_archetype = missile01_mark03_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile01_mark04_cluster_ammo
explosion_arch = missile01_mark04_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
lifetime = 13.750000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = rh_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 2.903330
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Lancer Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>T4-2-C "Cluster Lancer" Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Lancer with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000
;-----------------------------------------
[Munition]
nickname = flame03_ammo 
hp_type = hp_gun 
requires_ammo = false 
hit_pts = 2 
hull_damage = 1000000015047466200000000000000           
energy_damage = 1000000000000000000 
weapon_type = W_Flame
one_shot_sound = on_fire_loop
munition_hit_effect = pi_plasma_03_impact
const_effect = gf_continuous_fire
lifetime = 5.166000
force_gun_ori = false 
mass = 1 
volume = 0.000100

[Gun]
nickname = flame03
ids_name = 0 ;GENERATESTRRES("admin Flamethrower")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>ADMINS Flamethrower</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>admin FLAMETHROWER ALTERED MY BLACKASSIMILATION.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 999999999
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 10000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0.000000
refire_delay = 0.0100
muzzle_velocity = 2000
use_animation = Sc_fire
toughness = 58.700001
projectile_archetype = flame03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

[Munition]
nickname = missile10_mark01_cluster_ammo           
hp_type = hp_gun           
requires_ammo = false           
hit_pts = 2           
hull_damage = 1000000015047466200000000000000           
energy_damage = 1000000000000000000           
one_shot_sound = fire_no1           
munition_hit_effect = no_gun01_rank01_impact           
const_effect = no_gun01_rank01_proj           
lifetime = 5.166000           
force_gun_ori = false           
mass = 1           
volume = 0.000100     

[Gun]
nickname = missile10_mark01_cluster
ids_name = 0 ;GENERATESTRRES("Admins Uber Killer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Admins Uber Killers</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><text>Admin Uber Killers Made BY BLACKASSIMILATION.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\co_proton_cooker.cmp           
material_library = equipment\models\ge_equip.mat           
HP_child = HPConnect           
hit_pts = 999999999           
explosion_resistance = 1.000000           
debris_type = debris_normal           
parent_impulse = 20           
child_impulse = 80           
volume = 10000           
mass = 10         
hp_gun_type = hp_gun_special_7           
damage_per_fire = 0           
power_usage = 0           
refire_delay = 0.005           
muzzle_velocity = 4000.999           
use_animation = Sc_fire           
toughness = 9.100000           
flash_particle_name = no_gun01_rank01_flash           
flash_radius = 35           
light_anim = l_gun01_flash           
projectile_archetype = missile10_mark01_cluster_ammo           
separation_explosion = sever_debris           
auto_turret = false           
turn_rate = 90           
lootable = true           
LODranges = 0, 20, 60, 100




;---------------------------------------------
[Gun]
nickname = missile01_mark04_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Lancer Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>T4-2-C "Cluster Lancer" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>In terms of cost verses damage potential, the Lancer Missile launcher is considered by many to be "the weapon of choice".  Though its missiles have only moderate tracking abilities, this perceived drawback is more than overshadowed by its enormous payload capacity. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2632
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 488
refire_delay = 0.120000
muzzle_velocity = 30.299999
toughness = 10.500000
projectile_archetype = missile01_mark04_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile02_mark01_cluster_ammo
explosion_arch = missile02_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Stalker Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X19-C "Cluster Stalker" Homing Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Stalker with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile02_mark01_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Stalker Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X19-C "Cluster Stalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Developed to recognize and better-track the evasive actions of target ships, the Stalker provides a remarkable advantage for its relative cost.  Though delivering less of an explosive payload than many of its counterparts, this missile's strength lies in its deadly accuracy and dogged relentlessness in the field. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 30.5
refire_delay = 0.120000
muzzle_velocity = 33.299999
toughness = 2.400000
projectile_archetype = missile02_mark01_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile02_mark02_cluster_ammo
explosion_arch = missile02_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = br_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Windstalker Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X22-C "Cluster Stalker" Homing Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Windstalker with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile02_mark02_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Windstalker Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X22-C "Cluster Windstalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Developed from the original design of the Stalker series, the Windstalker launcher's missile carries a larger payload yet does not sacrifice any of the necessary maneuverability. The Windstalker is considered by many to be the best choice for its ability to deliver additional power without sacrificing accuracy. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 61
refire_delay = 0.120000
muzzle_velocity = 33.299999
toughness = 3.700000
projectile_archetype = missile02_mark02_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile02_mark03_cluster_ammo
explosion_arch = missile02_mark03_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = ku_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Moonstalker Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X27-C "Cluster Moonstalker" Homing Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Moonstalker with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile02_mark03_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Moonstalker Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X27-C "Cluster Moonstalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Providing superior firepower with the renowned maneuverability and accuracy of the Stalker series, the Moonstalker continues the rich tradition.   This launcher delivers a projectile so accurate and powerful that it is supremely hailed as the premiere homing missile available for its relative price. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 122
refire_delay = 0.120000
muzzle_velocity = 33.299999
toughness = 6.100000
projectile_archetype = missile02_mark03_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile02_mark04_cluster_ammo
explosion_arch = missile02_mark04_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 4
lifetime = 12.500000
Motor = cruise_disruptor01_mark02_motor
force_gun_ori = false
const_effect = rh_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 90
max_angular_velocity = 4.355000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Cluster Sunstalker Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X33-C "Cluster Sunstalker" Homing Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Sunstalker with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = missile02_mark04_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Sunstalker Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X33-C "Cluster Sunstalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>One of the most advanced models available, the Sunstalker makes good on the promises of reliability and accuracy set down by the Stalker series of homing missiles.  This launcher is considered by some to be the "only one to take into the Border Worlds" and therefore occupies a special place in their arsenals. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2632
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 244
refire_delay = 0.120000
muzzle_velocity = 33.299999
toughness = 10.500000
projectile_archetype = missile02_mark04_cluster_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = missile03_mark01_cluster_ammo 
explosion_arch = missile03_mark01_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = false 
hit_pts = 2 
one_shot_sound = fire_missile_emp 
detonation_dist = 4 
lifetime = 13.750000 
Motor = cruise_disruptor01_mark02_motor 
force_gun_ori = false 
const_effect = li_empmissile_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 90 
max_angular_velocity = 2.903330 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Cluster Eraser Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>L-EMP-01-C "Cluster Eraser" EMP Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Eraser with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1 
volume = 0.000000 

[Gun]
nickname = missile03_mark01_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Eraser Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>L-EMP-01-C "Cluster Eraser" EMP Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Delivering an EMP (Electromagnetic Pulse) that disrupts the target's shields and power plant and effectively crippling its defenses, the Eraser distinguishes itself as being the perfect weapon for a combined assault; following up with a Javelin or other missile of choice. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 400 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_4
damage_per_fire = 0 
power_usage = 82.5 
refire_delay = 0.120000  
muzzle_velocity = 30.299999 
toughness = 0.200000 
projectile_archetype = missile03_mark01_cluster_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Munition]
nickname = missile03_mark02_cluster_ammo 
explosion_arch = missile03_mark02_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = false 
hit_pts = 2 
one_shot_sound = fire_missile_emp 
detonation_dist = 4 
lifetime = 13.750000 
Motor = cruise_disruptor01_mark02_motor 
force_gun_ori = false 
const_effect = br_empmissile_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 90 
max_angular_velocity = 2.903330 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Cluster Sweeper Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>M-EMP-01-C "Cluster Sweeper" EMP Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Sweeper with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1 
volume = 0.000000 

[Gun]
nickname = missile03_mark02_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Sweeper Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>M-EMP-01-C "Cluster Sweeper" EMP Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Based on the same technology as the Eraser, the Sweeper is designed with a greater power output capacity and therefore delivers a more sizeable EMP blast to the target's shields.  In terms of cost, many consider this to be an exceptionally valuable piece of necessary armament. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 750
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_7
damage_per_fire = 0 
power_usage = 165 
refire_delay = 0.120000  
muzzle_velocity = 30.299999 
toughness = 0.300000 
projectile_archetype = missile03_mark02_cluster_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Munition]
nickname = missile03_mark03_cluster_ammo 
explosion_arch = missile03_mark03_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = false 
hit_pts = 2 
one_shot_sound = fire_missile_emp 
detonation_dist = 4 
lifetime = 13.750000 
Motor = cruise_disruptor01_mark02_motor 
force_gun_ori = false 
const_effect = ku_empmissile_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 90 
max_angular_velocity = 2.903330 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Cluster Neutralizer Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>N-EMP-01-C "Cluster Neutralizer" EMP Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>A missile based on the Neutralizer with an enhanced chassis using a regenerable supply of missiles.</TEXT><PARA/><POP/></RDL>") 
mass = 1 
volume = 0.000000 

[Gun]
nickname = missile03_mark03_cluster
ids_name = 0 ;GENERATESTRRES("Cluster Neutralizer Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>N-EMP-01-C "Cluster Neutralizer" EMP Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Second to only one other missile in its class, the Neutralizer releases an EMP on impact that is so devastating that it renders all but the strongest adversaries helpless within a couple of sequential hits. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 2632
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_10
damage_per_fire = 0 
power_usage = 330 
refire_delay = 0.120000  
muzzle_velocity = 30.299999 
toughness = 0.700000 
projectile_archetype = missile03_mark03_cluster_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Motor]
nickname = torpedo03_mark01_motor
lifetime = 0.000000
accel = 0.000000
delay = 0.000000

[Explosion]
nickname = torpedo03_mark01_explosion
effect = pi_mine01_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 30
hull_damage = 1212
energy_damage = 0
impulse = 0

[Munition]
nickname = torpedo03_mark01_ammo
explosion_arch = torpedo03_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 15.000000
lifetime = 10.000000
Motor = torpedo01_mark01_motor
force_gun_ori = false
const_effect = li_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 25
max_angular_velocity = 1.000000
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 0 ;GENERATESTRRES("Longbow Cruise Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SW-08a "Longbow" Cruise Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The decision by pilots to use either missiles or torpedoes is a trade-off, trading either speed or damage for the other. The Longbow Cruise Missile strives to strike a balance between the two, using a long-range missile rocket motor to propel a reduced-payload torpedo warhead.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = torpedo03_mark01
ids_name = 0 ;GENERATESTRRES("Longbow Cruise Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SW-08a "Longbow" Cruise Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The decision by pilots to use either missiles or torpedoes is a trade-off, trading either speed or damage for the other. The Longbow Cruise Missile strives to strike a balance between the two, using a long-range missile rocket motor to propel a reduced-payload torpedo warhead.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 200.000000
toughness = 12.100000
projectile_archetype = torpedo03_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Motor]
nickname = torpedo03_mark02_motor
lifetime = 0.000000
accel = 0.000000
delay = 0.000000

[Explosion]
nickname = torpedo03_mark02_explosion
effect = pi_mine02_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 75
hull_damage = 5868
energy_damage = 2934
impulse = 0

[Munition]
nickname = torpedo03_mark02_ammo
explosion_arch = torpedo03_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 25.000000
lifetime = 10.000000
Motor = torpedo01_mark01_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2250
seeker_fov_deg = 30
max_angular_velocity = 1.150000
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 0 ;GENERATESTRRES("Crossbow Cruise Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SW-13c "Crossbow" Cruise Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Crossbow Cruise Missile takes the successful chassis of the Longbow and mounts a more powerful and longer-lasting rocket motor to an improved warhead. The warhead contains a magnetic flux core that results in an explosion that deals approximately the same damage to shields as it does to hull. An impact to an unprotected hull, however will drain the ship's powerplant slightly. An additional effect of the flux core is the lingering explosion, which lasts for approximately ten seconds, immolating all ships caught within the blast. </TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = torpedo03_mark02
ids_name = 0 ;GENERATESTRRES("Crossbow Cruise Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SW-13c "Crossbow" Cruise Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Crossbow Cruise Missile takes the successful chassis of the Longbow and mounts a more powerful and longer-lasting rocket motor to an improved warhead. The warhead contains a magnetic flux core that results in an explosion that deals approximately the same damage to shields as it does to hull. An impact to an unprotected hull, however will drain the ship's powerplant slightly. An additional effect of the flux core is the lingering explosion, which lasts for approximately ten seconds, immolating all ships caught within the blast. </TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db 
material_library = equipment\models\ge_equip.mat 
HP_child = HPConnect 
hit_pts = 6752 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_torpedo_special_1 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 2 
muzzle_velocity = 225.000000
toughness = 58.700000
projectile_archetype = torpedo03_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Explosion]
nickname = mine06_mark01_explosion 
effect = li_mine01_blast25 
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 16 
hull_damage = 10 
energy_damage = 440
impulse = 0 
 
[Mine]
nickname = mine06_mark01_ammo 
explosion_arch = mine06_mark01_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_mine_regular 
detonation_dist = 4 
lifetime = 10 
force_gun_ori = true 
DA_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
ids_name = 0 ;GENERATESTRRES("Spark Mine Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-01-a "Spark" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Spark mine incorporates a basic Eraser-based warhead and replaces the original Drone Mine's filler with this warhead. The result is a EMP mine with similar properties to the Eraser missile. However, use this mine with caution, as a detonation too close to your own ship may be opposite to the intended effect.</TEXT><PARA/><POP/></RDL>") 
mass = 0.100000 
volume = 0.000000 
owner_safe_time = 5 
linear_drag = 0.333333 
seek_dist = 500 
top_speed = 80 
acceleration = 280 
const_effect = li_mine01 
 
[MineDropper]
nickname = mine06_mark01 
ids_name = 0 ;GENERATESTRRES("Spark Mine") 
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-01-a "Spark" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Spark mine incorporates a basic Eraser-based warhead and replaces the original Drone Mine's filler with this warhead. The result is a EMP mine with similar properties to the Eraser missile. However, use this mine with caution, as a detonation too close to your own ship may be opposite to the intended effect.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 400 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 1 
muzzle_velocity = 40 
toughness = 3.300000 
projectile_archetype = mine06_mark01_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = mine06_mark02_explosion 
effect = br_mine01_blast25 
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 16 
hull_damage = 16 
energy_damage = 660 
impulse = 0 
 
[Mine]
nickname = mine06_mark02_ammo 
explosion_arch = mine06_mark02_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_mine_regular 
detonation_dist = 4 
lifetime = 10 
force_gun_ori = true 
DA_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
ids_name = 0 ;GENERATESTRRES("Shock Mine Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-02-b "Shock" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Building on the original design of the Spark mine, engineers have increased the output and power of the EMP field, thus increasing dramatically the damage dealt to enemy shields. This mine deals almost the same damage as the Eraser missile</TEXT><PARA/><POP/></RDL>") 
mass = 0.100000 
volume = 0.000000 
owner_safe_time = 5 
linear_drag = 0.333333 
seek_dist = 500 
top_speed = 80 
acceleration = 280 
const_effect = br_mine01 
 
[MineDropper]
nickname = mine06_mark02 
ids_name = 0 ;GENERATESTRRES("Shock Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-02-b "Shock" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Building on the original design of the Spark mine, engineers have increased the output and power of the EMP field, thus increasing dramatically the damage dealt to enemy shields. This mine deals almost the same damage as the Eraser missile</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 750 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 1 
muzzle_velocity = 40 
toughness = 5.000000 
projectile_archetype = mine03_mark02_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = mine06_mark03_explosion 
effect = ku_mine01_blast25 
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 16 
hull_damage = 24 
energy_damage = 1212 
impulse = 0 
 
[Mine]
nickname = mine06_mark03_ammo 
explosion_arch = mine06_mark03_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_mine_regular 
detonation_dist = 4 
lifetime = 10 
force_gun_ori = true 
DA_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
ids_name = 0 ;GENERATESTRRES("Zap Mine Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-03-c "Zap" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>After intensive research on detonation effects, weapons engineers have finally achieved a breakthrough in EMP munitions research, combining a miniaturized explosive warhead with a shell of pulse filler, and miniaturizing as much of the mine as possible to obtain the most powerful EMP mine so far on the market.</TEXT><PARA/><POP/></RDL>") 
mass = 0.100000 
volume = 0.000000 
owner_safe_time = 5 
linear_drag = 0.333333 
seek_dist = 500 
top_speed = 80 
acceleration = 280 
const_effect = ku_mine01 
 
[MineDropper]
nickname = mine06_mark03 
ids_name = 0 ;GENERATESTRRES("Zap Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-03-c "Zap" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>After intensive research on detonation effects, weapons engineers have finally achieved a breakthrough in EMP munitions research, combining a miniaturized explosive warhead with a shell of pulse filler, and miniaturizing as much of the mine as possible to obtain the most powerful EMP mine so far on the market.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 1405 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 1 
muzzle_velocity = 40 
toughness = 8.100000 
projectile_archetype = mine06_mark03_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = mine06_mark04_explosion 
effect = rh_mine01_blast25 
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 16 
hull_damage = 54
energy_damage = 4710 
impulse = 0 
 
[Mine]
nickname = mine06_mark04_ammo 
explosion_arch = mine06_mark04_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_mine_regular 
detonation_dist = 4 
lifetime = 10 
force_gun_ori = true 
DA_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
ids_name = 0 ;GENERATESTRRES("Bolt Mine Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-04-d "Bolt" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This EMP mine combines the original Zap mine's original chassis with a new mixture to produce an EMP blast so large that even some of the Border World fighters' shields can be taken down within a few sequential hits.</TEXT><PARA/><POP/></RDL>") 
mass = 0.100000 
volume = 0.000000 
owner_safe_time = 5 
linear_drag = 0.333333 
seek_dist = 500 
top_speed = 80 
acceleration = 280 
const_effect = rh_mine01 
 
[MineDropper]
nickname = mine06_mark04 
ids_name = 0 ;GENERATESTRRES("Bolt Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-04-d "Bolt" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This EMP mine combines the original Zap mine's original chassis with a new mixture to produce an EMP blast so large that even some of the Border World fighters' shields can be taken down within a few sequential hits.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 2632 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 1 
muzzle_velocity = 40 
toughness = 13.900000 
projectile_archetype = mine06_mark04_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = mine06_mark05_explosion 
effect = pi_mine01_blast25 
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 16 
hull_damage = 81 
energy_damage = 7065 
impulse = 0 
 
[Mine]
nickname = mine06_mark05_ammo 
explosion_arch = mine06_mark05_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_mine_regular 
detonation_dist = 4 
lifetime = 10 
force_gun_ori = true 
DA_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
ids_name = 0 ;GENERATESTRRES("Lightning Mine Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-05-e "Lightning" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This new EMP mine is the most powerful on the market, detonating with such a powerful blast that the energy drain on the victim can drain all but the toughest shields in one blast. This mine is regarded as the mine to take into the Omicron, Sigma, Tau, and Omega systems.</TEXT><PARA/><POP/></RDL>") 
mass = 0.100000 
volume = 0.000000 
owner_safe_time = 5 
linear_drag = 0.333333 
seek_dist = 500 
top_speed = 80 
acceleration = 280 
const_effect = pi_mine01 
 
[MineDropper]
nickname = mine06_mark05 
ids_name = 0 ;GENERATESTRRES("Lightning Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-05-e "Lightning" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This new EMP mine is the most powerful on the market, detonating with such a powerful blast that the energy drain on the victim can drain all but the toughest shields in one blast. This mine is regarded as the mine to take into the Omicron, Sigma, Tau, and Omega systems.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 6752 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 1 
muzzle_velocity = 40 
toughness = 32.599998 
projectile_archetype = mine06_mark05_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
lootable = true 
LODranges = 0, 20, 60, 100 

[Motor]
nickname = cruise_disruptor06_mark03_motor 
lifetime = 1.000000
accel = 2750.000000
delay = 0

[Explosion]
nickname = cruise_disruptor06_mark03_explosion
effect = ku_cruisedis01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 318
energy_damage = 0
impulse = 0

[Munition]
nickname = cruise_disruptor06_mark03_ammo
explosion_arch = cruise_disruptor01_mark03_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_cruise_disruptor
detonation_dist = 12.500000
lifetime = 3.333333
Motor = cruise_disruptor06_mark03_motor
force_gun_ori = false
const_effect = ku_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 10000
seeker_fov_deg = 180
max_angular_velocity = 17.420000
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Sniper Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LRCD-88c "Sniper" Interdictor Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This missile is designed to take out a target's cruise engines from a long distance. The inability of engineers to design faster cruise engines for police and military use resulted in the invention of a self-contained superluminal cruise disruptor. Though the engines carried on ships can hardly catch up to the interdicted ships before their cruise engines come online again, this missile buys priceless seconds in the process of interdicting hostile ships.</TEXT><PARA/><POP/></RDL>") 
mass = 1
volume = 0.000000

[Gun]
nickname = cruise_disruptor06_mark03
ids_name = 0 ;GENERATESTRRES("Sniper Interdictor Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LRCD-88c "Sniper" Interdictor Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This missile is designed to take out a target's cruise engines from a long distance. The inability of engineers to design faster cruise engines for police and military use resulted in the invention of a self-contained superluminal cruise disruptor. Though the engines carried on ships can hardly catch up to the interdicted ships before their cruise engines come online again, this missile buys priceless seconds in the process of interdicting hostile ships.</TEXT><PARA/><POP/></RDL>") 
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6843
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_2
damage_per_fire = 0
power_usage = 2000
refire_delay = 1
muzzle_velocity = 250.000000
toughness = 3.200000
projectile_archetype = cruise_disruptor06_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 61
energy_damage = 0
one_shot_sound = fire_missile_regular
munition_hit_effect = li_missile01_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket01_mark01
ids_name = 0 ;GENERATESTRRES("Bane Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-B-34 "Bane" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Bane Rocket Pod uses a simple concept of the unguided rocket containing a small warhead without any guidance. This rocket pod sacrifices the features of many modern missile launchers for an regenerative supply of missiles. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0
power_usage = 30.500000
muzzle_velocity = 200
refire_delay = 0.120000
toughness = 2.400000
projectile_archetype = rocket01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 122
energy_damage = 0
one_shot_sound = fire_missile_regular
munition_hit_effect = br_missile01_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = br_missile01_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket01_mark02
ids_name = 0 ;GENERATESTRRES("Blight Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-C-37 "Blight" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Blight rocket pod builds on the same framework as the Bane rocket pod, using the same simple chassis to propel a higher-yield warhead to the target. Other than the payload being upgraded, this rocket pod has no other modifications. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1026
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 61.000000
muzzle_velocity = 200
refire_delay = 0.120000
toughness = 2.400000
projectile_archetype = rocket01_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket01_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 244
energy_damage = 0
one_shot_sound = fire_missile_regular
munition_hit_effect = ku_missile01_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = ku_missile01_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket01_mark03
ids_name = 0 ;GENERATESTRRES("Curse Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-D-41 "Curse" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Curse rocket pod contains a larger warhead with shrapnel wrapped around it. Like its earlier cousins, however, the fuse is simply a contact fuse, so aim carefully.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1923
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 122.000000
muzzle_velocity = 200
refire_delay = 0.120000
toughness = 2.400000
projectile_archetype = rocket01_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket01_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 489
energy_damage = 0
one_shot_sound = fire_missile_regular
munition_hit_effect = rh_missile01_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = rh_missile01_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket01_mark04
ids_name = 0 ;GENERATESTRRES("Plague Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-E-43 "Plague" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Plague rocket pod contains a miniaturized Javelin warhead inside the same chassis, but instead of dealing less damage, this miniaturized warhead uses a shaped blast cone to deal the same damage to the unlucky victim.</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 244.000000
muzzle_velocity = 200
refire_delay = 0.120000
toughness = 2.400000
projectile_archetype = rocket01_mark04_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket01_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 747
energy_damage = 0
one_shot_sound = fire_missile_regular
munition_hit_effect = pi_missile01_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = pi_missile01_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket01_mark05
ids_name = 0 ;GENERATESTRRES("Scourge Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-F-47 "Scourge" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The pinnacle of technology for rocket pods, the Scourge rocket pod uses the largest warhead that can be compacted for the small chassis that propels the missiles. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 489.000000
muzzle_velocity = 200
refire_delay = 0.120000
toughness = 2.400000
projectile_archetype = rocket01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket02_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 30.500000
energy_damage = 0
one_shot_sound = fire_missile_homing
munition_hit_effect = li_missile02_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket02_mark01
ids_name = 0 ;GENERATESTRRES("Python Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-L-53 "Python" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Python rocket pod uses an even smaller warhead than the Bane series and uses a modification of the launcher to regenerate and launch missiles faster than the Bane series. The mechanism of the pod uses a double-rotary launcher to launch double the missiles that the Bane series can, with the trade-off of dealing only half the damage. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0
power_usage = 15.250000
muzzle_velocity = 200
refire_delay = 0.060000
toughness = 2.400000
projectile_archetype = rocket02_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket02_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 61
energy_damage = 0
one_shot_sound = fire_missile_homing
munition_hit_effect = br_missile02_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket02_mark02
ids_name = 0 ;GENERATESTRRES("Viper Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-M-57 "Viper" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This next installment of the Python rocket pod uses an optimized warhead, wrapping the original explosive with a depleted uranium shell. This missile regenerates twice as fast as its Bane-series cousin, the Blight missile pod. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1026
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 30.500000
muzzle_velocity = 200
refire_delay = 0.060000
toughness = 2.400000
projectile_archetype = rocket02_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket02_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 122
energy_damage = 0
one_shot_sound = fire_missile_homing
munition_hit_effect = ku_missile02_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket02_mark03
ids_name = 0 ;GENERATESTRRES("Copperhead Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-N-59 "Copperhead" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Copperhead improves on the Viper rocket pod by utilizing a smaller, but just as potent warhead wrapped in tungsten shrapnel to enhance the damage. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1923
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 61.000000
muzzle_velocity = 200
refire_delay = 0.060000
toughness = 2.400000
projectile_archetype = rocket02_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket02_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 200
energy_damage = 22
one_shot_sound = fire_missile_homing
munition_hit_effect = rh_missile02_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = rh_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket02_mark04
ids_name = 0 ;GENERATESTRRES("Cobra Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-P-61 "Cobra" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Building on the constant complaints that the missile pods were weak, the designers of the Viper missile changed the warhead to a low-yield nuclear device. An aftereffect of this conversion is a blast that deals more damage, but not as much as a conventional blast because the contact fuse does not give the reaction enough time to reach its full potential. Nevertheless, the EMP field generated by any nuclear detonation somewhat balances out this weakness. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 122.000000
muzzle_velocity = 200
refire_delay = 0.060000
toughness = 2.400000
projectile_archetype = rocket02_mark04_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket02_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 400
energy_damage = 44
one_shot_sound = fire_missile_homing
munition_hit_effect = pi_missile02_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = pi_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket02_mark05
ids_name = 0 ;GENERATESTRRES("Basilisk Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-Q-63 "Basilisk" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Basilisk rocket pod is stresses the missile pod chassis to the limit, putting a medium-yield nuclear warhead into the warhead chamber. The name of "Basilisk" is befitting, as this missile is as deadly in action as the "King of Serpents" </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 244.000000
muzzle_velocity = 200
refire_delay = 0.060000
toughness = 2.400000
projectile_archetype = rocket02_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket03_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 15.250000
energy_damage = 0
one_shot_sound = fire_missile_emp
munition_hit_effect = li_empmissile_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket03_mark01
ids_name = 0 ;GENERATESTRRES("Dart Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-S-71 "Dart" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Dart rocket pod series utilizes state-of-the-art rotary launchers and the most efficient plasma channeling system to deliver the fastest missile pod and arguably the fastest weapon on the market in Sirius Sector. Although it deals very little damage, with clouds of small missiles, it's hard to miss. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\ku_auto_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_2
damage_per_fire = 0
power_usage = 7.625000
muzzle_velocity = 200
refire_delay = 0.030000
toughness = 2.400000
projectile_archetype = rocket03_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket03_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 30.500000
energy_damage = 0
one_shot_sound = fire_missile_emp
munition_hit_effect = br_empmissile_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = br_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket03_mark02
ids_name = 0 ;GENERATESTRRES("Spear Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-T-73 "Spear" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>As nanotechnology advances, the military industries reap the benefits. The Spear rocket pod is a by-product of this. Using nanotechnology, engineers have miniaturized the Bane rockets' warheads and the missile launching mechanisms. The result is a fast rocket launcher that shoots out clouds of deadly rockets. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\ku_auto_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1026
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 15.250000
muzzle_velocity = 200
refire_delay = 0.030000
toughness = 2.400000
projectile_archetype = rocket03_mark02_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket03_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 61
energy_damage = 0
one_shot_sound = fire_missile_emp
munition_hit_effect = ku_empmissile_impact
lifetime = 5.000000
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket03_mark03
ids_name = 0 ;GENERATESTRRES("Arrow Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-U-77 "Arrow" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>With the advent of higher yield warheads, even a miniaturized version is potent enough to present a threat. But when combined with the fastest rotary launcher in Sirius Sector, the result is a deadly weapon that spews out 33 lethal rockets. As a policeman on Planet Manhattan said, "Crowd control? Works for me!" </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\ku_auto_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1923
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 30.500000
muzzle_velocity = 200
refire_delay = 0.030000
toughness = 2.400000
projectile_archetype = rocket03_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket03_mark04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 100
energy_damage = 0
one_shot_sound = fire_missile_emp
munition_hit_effect = rh_empmissile_impact
lifetime = 3.333333
force_gun_ori = false
const_effect = rh_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket03_mark04
ids_name = 0 ;GENERATESTRRES("Harpoon Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-V-79 "Harpoon" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Harpoon rocket pod represents a leap in weapon design. Using a plasma warhead, some of the plasma is vented off for extra thrust. The missile does a little less damage, but travels significantly faster than other rocket pods. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\ku_auto_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_8
damage_per_fire = 0
power_usage = 61.000000
muzzle_velocity = 300
refire_delay = 0.030000
toughness = 2.400000
projectile_archetype = rocket03_mark04_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = rocket03_mark05_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
weapon_type = W_Rocket
hull_damage = 200
energy_damage = 0
one_shot_sound = fire_missile_emp
munition_hit_effect = pi_empmissile_impact
lifetime = 3.333333
force_gun_ori = false
const_effect = pi_missile02_drive
HP_trail_parent = HPExhaust
mass = 1
volume = 0.000000

[Gun]
nickname = rocket03_mark05
ids_name = 0 ;GENERATESTRRES("Sabot Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-W-83 "Sabot" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Sabot is the zenith of the Dart series, culminating in a warhead that deals damage roughly equal to the Stalker missile while boasting a terrifying refire rate. As with the Harpoon, the plasma warhead is vented for extra thrust, adding an extra 100m/s to the rocket's speed. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\ku_auto_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 122.000000
muzzle_velocity = 300
refire_delay = 0.030000
toughness = 2.400000
projectile_archetype = rocket03_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = ptdef_01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 2
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = ptdef_01_proj
lifetime = 0.200000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = ptdef_01
ids_name = 0 ;GENERATESTRRES("Flechette-PD")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-57-l "Flechette" Point Defense Laser</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Some pilots do not have the faith to trust countermeasures, instead relying on their confidence and skill with the ship's weapons to eliminate incoming munitions. The sole problem is that such a pursuit sometimes leaves a drained powerplant to no avail, so the Flechette was invented to fill this flaw in weapon design. The Flechette utilizes a turret to mount a energy-efficient rapid-fire laser that is intended to destroy small targets. </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_1
damage_per_fire = 0
power_usage = 3.000000
refire_delay = 0.020000
muzzle_velocity = 850
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = ptdef_01_ammo
separation_explosion = sever_debris
auto_turret = false 
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Motor] 
nickname = ptdef_02_motor
lifetime = 0.100000
accel = 10.000000
delay = 0

[Explosion]
nickname = ptdef_02_explosion
effect = rtc_nomadtorpedo_impact 
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 10
hull_damage = 5
energy_damage = 0
impulse = 0

[Munition]
nickname = ptdef_02_ammo
explosion_arch = ptdef_02_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 8
lifetime = 0.250000
Motor = ptdef_02_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 250
seeker_fov_deg = 360
max_angular_velocity = 20.000000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 0 ;GENERATESTRRES("Stinger Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-83-m "Stinger" Point Defense Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Stinger Point Defense Missile uses a simple concept - a small, fast guided rocket with an even smaller warhead designed to take down small targets such as missiles, mines, and torpedoes. The small size of the missile makes it perfect for munition interdicting uses, but renders it just about useless in ship to ship combat. Nevertheless, the Stinger missile can be the deciding factor in a dogfight involving large quantities of guided munitions. </TEXT><PARA/><POP/></RDL>")
mass = 1
volume = 0.000000

[Gun]
nickname = ptdef_02
ids_name = 0 ;GENERATESTRRES("Stinger-PD Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-83-m "Stinger" Point Defense Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Stinger Point Defense Missile uses a simple concept - a small, fast guided rocket with an even smaller warhead designed to take down small targets such as missiles, mines, and torpedoes. The small size of the missile makes it perfect for munition interdicting uses, but renders it just about useless in ship to ship combat. Nevertheless, the Stinger missile can be the deciding factor in a dogfight involving large quantities of guided munitions. </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_2
damage_per_fire = 0
power_usage = 20.000000
refire_delay = 1.000000
muzzle_velocity = 849.000000
use_animation = Sc_fire
toughness = 1.300000
projectile_archetype = ptdef_02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Explosion]
nickname = ptdef_03_explosion
effect = li_mine01_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 5
energy_damage = 0
impulse = 0

[Mine]
nickname = ptdef_03_ammo
explosion_arch = ptdef_03_explosion
loot_appearance = ammo_crate
units_per_container = 10
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_mine_regular
detonation_dist = 2500
lifetime = 10
force_gun_ori = true
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 0 ;GENERATESTRRES("Shockwave Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-91-mI "Shockwave" Point Defense Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Shockwave mine utilizes a large explosion radius with a weak blast to create a denial of area for munitions. The blast is so weak that most ships shouldn't even be harmed much, but the immense blast radius comes at a cost - the mine is totally immobile and will detonate within three seconds without fail. The Shockwave mine is intended for protecting your ship's aft end from missile or cruise disruptor attacks, creating a fiery globe impenetrable by munitions. </TEXT><PARA/><POP/></RDL>")
mass = 0.100000
volume = 0.000000
owner_safe_time = 3
linear_drag = 1.000000
seek_dist = 2500
top_speed = 0
acceleration = 0
const_effect = li_mine01

[MineDropper]
nickname = ptdef_03
ids_name = 0 ;GENERATESTRRES("Shockwave-PD Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-91-mI "Shockwave" Point Defense Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Shockwave mine utilizes a large explosion radius with a weak blast to create a denial of area for munitions. The blast is so weak that most ships shouldn't even be harmed much, but the immense blast radius comes at a cost - the mine is totally immobile and will detonate within three seconds without fail. The Shockwave mine is intended for protecting your ship's aft end from missile or cruise disruptor attacks, creating a fiery globe impenetrable by munitions. </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
damage_per_fire = 0
power_usage = 30.000000
refire_delay = 1
muzzle_velocity = 0.000000
toughness = 3.300000
projectile_archetype = ptdef_03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = driver01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 48.500000
energy_damage = 0
weapon_type = W_Driver
one_shot_sound = fire_mass_light01
munition_hit_effect = ci_photon_01_impact
const_effect = ci_photon_01_proj
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = driver01_mark01
ids_name = 0 ;GENERATESTRRES("Poison")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>AK-X-47 "Poison" Light Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Poison light mass driver is a reincarnation of weapons in the pre-Sirius era. These weapons are derived from previous primitive weapons that involved a metal ball, or "bullet" propelled by a self-contained canister of explosive. These mass drivers, however, take a new approach. They vent reactor plasma into a cooling system to cool the projectiles into a hard shell, then, the projectile is shot from the muzzle using an electromagnetic rail. This system is very effective and can rip apart a hull in seconds. The only downside is that the relatively light projectiles and low muzzle velocity splashes harmlessly against most shielding systems. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_3
damage_per_fire = 0
power_usage = 3
refire_delay = 0.060000
muzzle_velocity = 400
use_animation = Sc_fire
toughness = 0.200000
flash_particle_name = ci_laser_02_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = driver01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = driver01_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 97.000000
energy_damage = 0
weapon_type = W_Driver
one_shot_sound = fire_mass_light02
munition_hit_effect = ci_photon_02_impact
const_effect = ci_photon_02_proj
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = driver01_mark02
ids_name = 0 ;GENERATESTRRES("Toxin")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>AK-Y-74 "Toxin" Light Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Toxin light mass driver takes the original system from the Poison mass driver and greatly enhances the quality of the projectiles the plasma cooling system produces. These projectiles are much sharper and far mor damaging than those of the original Poison light mass driver. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1923
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 7.000000
refire_delay = 0.060000
muzzle_velocity = 400
use_animation = Sc_fire
toughness = 3.800000
flash_particle_name = ci_laser_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = driver01_mark02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = driver01_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 194.000000
energy_damage = 0
weapon_type = W_Driver
one_shot_sound = fire_mass_light03
munition_hit_effect = ci_photon_03_impact
const_effect = ci_photon_03_proj
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = driver01_mark03
ids_name = 0 ;GENERATESTRRES("Venom")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>AK-Z-84 "Venom" Light Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Venom light mass driver represents the best of the best, taking a the same amount of plasma and compressing it into a projectile that fragments upon impact after penetrating up to 1 foot of armor, increasing the likelihood of hitting a vital part. This weapon, when used in conjunction with pulse-type weapons, can decimate even the strongest ships within seconds. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_auto_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 15.00000
refire_delay = 0.060000
muzzle_velocity = 400
use_animation = Sc_fire
toughness = 3.800000
flash_particle_name = ci_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = driver01_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = driver02_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 756.000000
energy_damage = 0
weapon_type = W_Driver
one_shot_sound = fire_mass_heavy01
munition_hit_effect = li_plasma_01_impact
const_effect = gf_li_smallengine01_fire
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = driver02_mark01
ids_name = 0 ;GENERATESTRRES("Hammer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>DX-C-20 "Hammer" Heavy Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>While developing the Poison light mass driver, part of the team was assigned to create a much heavier weapon using similar technology. This weapon is the fruit of that weapons program, combining an extremely damaging hardened projectile with regenerable ammo. Like its light cousin, it draws material from the reactor and cools it down into a projectile. The only difference is, this gun requires more energy, does more damage, and fires slower. Unfortunately, like all mass drivers, it is virtually ineffective against shields. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 1026
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 0
power_usage = 156.00000
refire_delay = 2.000000
muzzle_velocity = 400
use_animation = Sc_fire
toughness = 0.300000
flash_particle_name = ci_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = driver02_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = driver02_mark02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1512.000000
energy_damage = 0
weapon_type = W_Driver
one_shot_sound = fire_mass_heavy02
munition_hit_effect = li_plasma_02_impact
const_effect = gf_br_smallengine01_fire
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = driver02_mark02
ids_name = 0 ;GENERATESTRRES("Sledgehammer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>DX-D-21 "Sledgehammer" Heavy Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Sledgehammer utilizes the same basic technology as the Hammer, with an improved acceleration ladder and a larger projectile. Of course, with these new features come drawbacks. This gun takes much more energy, about double that of its predecessor, but the damage it deals more than makes up for this fact. It is capable of taking some ships down in a single hit to the hull. It still retains its weakness of being unable to penetrate shields. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2632
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_7
damage_per_fire = 0
power_usage = 312.00000
refire_delay = 2.000000
muzzle_velocity = 400
use_animation = Sc_fire
toughness = 0.300000
flash_particle_name = ci_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = driver02_mark02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Munition]
nickname = driver02_mark03_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 3024.000000
energy_damage = 0
weapon_type = W_Driver
one_shot_sound = fire_mass_heavy03
munition_hit_effect = li_plasma_03_impact
const_effect = gf_ku_smallengine01_fire
lifetime = 2.000000
force_gun_ori = false
mass = 1
volume = 0.000100

[Gun]
nickname = driver02_mark03
ids_name = 0 ;GENERATESTRRES("Warhammer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>DX-E-22 "Warhammer" Heavy Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Warhammer is a brutal weapon. It accelerates a projectile with the mass of a small asteroid compressed to the size of a beer can to 400m/s, causing terrifying damage to the victim. This weapon is so powerful that it is able to take down even transports with a well-placed hit anywhere. It's one weakness still applies. These weapons cannot penetrate even the weakest shields on the market. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 624.00000
refire_delay = 2.000000
muzzle_velocity = 400
use_animation = Sc_fire
toughness = 0.300000
flash_particle_name = ci_laser_04_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = driver02_mark03_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

[Explosion]
nickname = shock01_mark01_explosion 
effect = explosion_li_fighter
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 96 
hull_damage = 244.5 
energy_damage = 0 
impulse = 2445
 
[Munition]
nickname = shock01_mark01_ammo 
explosion_arch = shock01_mark01_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_missile_regular 
detonation_dist = 48 
lifetime = 13.750000 
Motor = missile01_mark01_motor 
force_gun_ori = false 
const_effect = li_missile02_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 360 
max_angular_velocity = 0 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Chaos Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-07-r "Chaos" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Based on a demolitions concept tool used by several mining companies to clear areas of asteroids for base construction. Utilizing a double-phase warhead used by demolition crews, the Chaos missile makes short work out of most formations of fighters. The first phase of the warhead detonation creates a cloud of superheated gas, damaging anything within roughly 100m of the center. The second phase is a low-powered detonation that fires within millionths of a second of the first as the first explosion reaches its furthest point. The result is a light-damage explosion that creates a massive shockwave that is able to remove fighters from the combat area.</TEXT><PARA/><POP/></RDL>")
volume = 0.000000 
 
[Gun]
nickname = shock01_mark01 
ids_name = 0 ;GENERATESTRRES("Chaos Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-07-r "Chaos" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Based on a demolitions concept tool used by several mining companies to clear areas of asteroids for base construction. Utilizing a double-phase warhead used by demolition crews, the Chaos missile makes short work out of most formations of fighters. The first phase of the warhead detonation creates a cloud of superheated gas, damaging anything within roughly 100m of the center. The second phase is a low-powered detonation that fires within millionths of a second of the first as the first explosion reaches its furthest point. The result is a light-damage explosion that creates a massive shockwave that is able to remove fighters from the combat area.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 400 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_1 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 2 
muzzle_velocity = 30.299999 
toughness = 2.400000 
projectile_archetype = shock01_mark01_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = shock01_mark02_explosion 
effect = explosion_br_fighter
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 96 
hull_damage = 373.5 
energy_damage = 0 
impulse = 3735
 
[Munition]
nickname = shock01_mark02_ammo 
explosion_arch = shock01_mark02_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_missile_regular 
detonation_dist = 48 
lifetime = 13.750000 
Motor = missile01_mark01_motor 
force_gun_ori = false 
const_effect = br_missile02_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 360 
max_angular_velocity = 0 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Havoc Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-08-s "Havoc" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Using the basic desigh of the Chaos Missile, researchers have made further advances in allowing the secondary explosion to exert more force on the superheated gas to form a more powerful shockwave and a more damaging explosion. As the priority is still to create a large shockwave, damage is still lower than that of a standard missile.</TEXT><PARA/><POP/></RDL>")
mass = 1 
volume = 0.000000 
 
[Gun]
nickname = shock01_mark02 
ids_name = 0 ;GENERATESTRRES("Havoc Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-08-s "Havoc" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Using the basic desigh of the Chaos Missile, researchers have made further advances in allowing the secondary explosion to exert more force on the superheated gas to form a more powerful shockwave and a more damaging explosion. As the priority is still to create a large shockwave, damage is still lower than that of a standard missile.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 750 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_3 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 2 
muzzle_velocity = 30.299999 
toughness = 2.400000 
projectile_archetype = shock01_mark02_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = shock01_mark03_explosion 
effect = explosion_ku_fighter
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 96 
hull_damage = 606 
energy_damage = 0 
impulse = 6060
 
[Munition]
nickname = shock01_mark03_ammo 
explosion_arch = shock01_mark03_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_missile_regular 
detonation_dist = 48 
lifetime = 13.750000 
Motor = missile01_mark01_motor 
force_gun_ori = false 
const_effect = ku_missile02_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 360 
max_angular_velocity = 0 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Catastrophe Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-09-t "Catastrophe" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This generation of the original Chaos Missile uses the latest advancements in shockwave technology to create the strongest shockwave munition on the market so far, using a specially designed elliptical charge to fuse the superheated gas at high speeds and propel it outwards before the gas dissipates into space. However, the elliptical charge still does not provide for much damage, as its damage rating is much lower than the damage rating of conventional missiles.</TEXT><PARA/><POP/></RDL>")
mass = 1 
volume = 0.000000 
 
[Gun]
nickname = shock01_mark03 
ids_name = 0 ;GENERATESTRRES("Catastrophe Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-09-t "Catastrophe" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This generation of the original Chaos Missile uses the latest advancements in shockwave technology to create the strongest shockwave munition on the market so far, using a specially designed elliptical charge to fuse the superheated gas at high speeds and propel it outwards before the gas dissipates into space. However, the elliptical charge still does not provide for much damage, as its damage rating is much lower than the damage rating of conventional missiles.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 1405 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_5 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 2 
muzzle_velocity = 30.299999 
toughness = 2.400000 
projectile_archetype = shock01_mark03_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = shock01_mark04_explosion 
effect = explosion_rh_fighter
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 96 
hull_damage = 1045.5 
energy_damage = 0 
impulse = 10455
 
[Munition]
nickname = shock01_mark04_ammo 
explosion_arch = shock01_mark04_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_missile_regular 
detonation_dist = 48 
lifetime = 13.750000 
Motor = missile01_mark01_motor 
force_gun_ori = false 
const_effect = rh_missile02_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 370 
max_angular_velocity = 0 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Cataclysm Ammo")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-10-u "Cataclysm" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The recent breakthroughs in the demolitions field have prompted the designers of the original Chaos Missile to design another installment of the series. The Cataclysm Missile uses a compound previously ruled out because of miniaturization problems. The new containment vessel used for the secondary warhead is made of a new allow that allows a detonation of roughly two times the strength of the original alloy. the result is a missile that not only uses a stronger filler, but also a stronger shockwave as well.</TEXT><PARA/><POP/></RDL>")
mass = 1 
volume = 0.000000 
 
[Gun]
nickname = shock01_mark04 
ids_name = 0 ;GENERATESTRRES("Cataclysm Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-10-u "Cataclysm" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The recent breakthroughs in the demolitions field have prompted the designers of the original Chaos Missile to design another installment of the series. The Cataclysm Missile uses a compound previously ruled out because of miniaturization problems. The new containment vessel used for the secondary warhead is made of a new allow that allows a detonation of roughly two times the strength of the original alloy. the result is a missile that not only uses a stronger filler, but also a stronger shockwave as well.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 2632 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_7 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 2 
muzzle_velocity = 30.299999 
toughness = 2.400000 
projectile_archetype = shock01_mark04_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Explosion]
nickname = shock01_mark05_explosion 
effect = explosion_co_fighter
lifetime = 0.000000, 0.000000 
process = disappear 
strength = 100 
radius = 96 
hull_damage = 2445 
energy_damage = 0 
impulse = 24450
 
[Munition]
nickname = shock01_mark05_ammo 
explosion_arch = shock01_mark05_explosion 
loot_appearance = ammo_crate 
units_per_container = 10 
hp_type = hp_gun 
requires_ammo = true 
hit_pts = 2 
one_shot_sound = fire_missile_regular 
detonation_dist = 48 
lifetime = 13.750000 
Motor = missile01_mark01_motor 
force_gun_ori = false 
const_effect = pi_missile02_drive 
HP_trail_parent = HPExhaust 
seeker = LOCK 
time_to_lock = 0 
seeker_range = 1000 
seeker_fov_deg = 360 
max_angular_velocity = 0 
DA_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
ids_name = 0 ;GENERATESTRRES("Ragnarok Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-11-v "Ragnarok" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This final installment of this line of shockwave missiles is designed from the ground up using a new shockwave core. This missile uses a three-detonation sequence to generate a shockwave strong enough to jar a capital ship out of formation. The primary and secondary detonations follow the same pattern as the Cataclysm Missile. However, the third detonation is delayed twice the delay between the first and second detonations, allowing the cloud of superheated matter to condense before driving it outwards a third and final time. Although the missile's explosion is a sequence of separate detonations, these explosions last millionths of a second and therefore appear to the human eye as a single explosion.</TEXT><PARA/><POP/></RDL>")
mass = 1 
volume = 0.000000 
 
[Gun]
nickname = shock01_mark05 
ids_name = 0 ;GENERATESTRRES("Ragnarok Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-11-v "Ragnarok" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This final installment of this line of shockwave missiles is designed from the ground up using a new shockwave core. This missile uses a three-detonation sequence to generate a shockwave strong enough to jar a capital ship out of formation. The primary and secondary detonations follow the same pattern as the Cataclysm Missile. However, the third detonation is delayed twice the delay between the first and second detonations, allowing the cloud of superheated matter to condense before driving it outwards a third and final time. Although the missile's explosion is a sequence of separate detonations, these explosions last millionths of a second and therefore appear to the human eye as a single explosion.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 
HP_child = HPConnect 
hit_pts = 6752 
explosion_resistance = 1.000000 
debris_type = debris_normal 
parent_impulse = 20 
child_impulse = 80 
volume = 0.000000 
mass = 10 
hp_gun_type = hp_gun_special_9 
damage_per_fire = 0 
power_usage = 0 
refire_delay = 2 
muzzle_velocity = 30.299999 
toughness = 2.400000 
projectile_archetype = shock01_mark05_ammo 
dry_fire_sound = fire_dry 
separation_explosion = sever_debris 
auto_turret = false 
turn_rate = 90 
lootable = true 
LODranges = 0, 20, 60, 100 

[Munition]
nickname = flame01_ammo 
hp_type = hp_gun 
requires_ammo = false 
hit_pts = 2 
hull_damage = 242.4
energy_damage = 0
weapon_type = W_Flame
one_shot_sound = on_fire_loop
munition_hit_effect = pi_plasma_03_impact
const_effect = gf_continuous_fire
lifetime = 0.800000
force_gun_ori = false 
mass = 1 
volume = 0.000100

[Gun]
nickname = flame01
ids_name = 0 ;GENERATESTRRES("Firebird Flamethrower")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LC-33dS "Firebird" Space-Based Flamethrower</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Based on inspiration from historians about a weapon design that harkens from pre-Sirius times, this weapon uses a mixture of plasma and a combustible fuel-oxygen mixture to achieve the same effect as the feared flamethrower. However, although the effect of this weapon is largely exaggerated, several flaws cripple its widespread use. The fuel mixture containing oxygen is still unstable, as the oxygen rapidly dissipates in space, resulting in a low muzzle velocity and low range.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 75.000000
refire_delay = 0.100000
muzzle_velocity = 100
use_animation = Sc_fire
toughness = 12.100000
projectile_archetype = flame01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100

[Munition]
nickname = flame02_ammo 
hp_type = hp_gun 
requires_ammo = false 
hit_pts = 2 
hull_damage = 1173.6
energy_damage = 0
weapon_type = W_Flame
one_shot_sound = on_fire_loop
munition_hit_effect = pi_plasma_03_impact
const_effect = gf_continuous_fire
lifetime = 0.800000
force_gun_ori = false 
mass = 1 
volume = 0.000100

[Gun]
nickname = flame02
ids_name = 0 ;GENERATESTRRES("Phoenix Flamethrower")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LC-39xV "Phoenix" Space-Based Flamethrower</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Improving on the Firebird's original design, engineers have redesigned the fuel deployment system. Instead of the old system where the fuel was compressed and then ejected out of the muzzle, this variant of the flamethrower uses cartridges filled with the fuel and those in turn are accelerated using a magnetic acceleration array. As the canister travels towards its target, the fuel sprays out of the rear end and is ignited with the initial spark supplied by the canister. The Phoenix flamethrower uses the most efficient canister. The canister is propelled at 200m/s and runs out of fuel at approximately 160m, or double the range and velocity of its predecessor, the Firebird flamethrower.</TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 363.000000
refire_delay = 0.100000
muzzle_velocity = 200
use_animation = Sc_fire
toughness = 58.700001
projectile_archetype = flame02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
</source>
</data>

<data file="data\equipment\weapon_good.ini" method="append">
<source>
[Good]
nickname = cruise_disruptor06_mark03 
equipment = cruise_disruptor06_mark03 
category = equipment 
price = 120480 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = cruise_disruptor06_mark03_ammo, 3 
ids_name = 0 ;GENERATESTRRES("Sniper Interdictor Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LRCD-88c "Sniper" Interdictor Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This missile is designed to take out a target's cruise engines from a long distance. The inability of engineers to design faster cruise engines for police and military use resulted in the invention of a self-contained superluminal cruise disruptor. Though the engines carried on ships can hardly catch up to the interdicted ships before their cruise engines come online again, this missile buys priceless seconds in the process of interdicting hostile ships.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = cruise_disruptor06_mark03_ammo 
equipment = cruise_disruptor06_mark03_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 6024 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 
</source>
</data>

<data file="data\equipment\weapon_good.ini" method="append">
<source>
[Good]
nickname = missile01_mark01_cluster_ammo 
equipment = missile01_mark01_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile01_mark02_cluster_ammo 
equipment = missile01_mark02_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile01_mark03_cluster_ammo 
equipment = missile01_mark03_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile01_mark04_cluster_ammo 
equipment = missile01_mark04_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile02_mark01_cluster_ammo 
equipment = missile02_mark01_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile02_mark02_cluster_ammo 
equipment = missile02_mark02_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile02_mark03_cluster_ammo 
equipment = missile02_mark03_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile02_mark04_cluster_ammo 
equipment = missile02_mark04_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile03_mark01_cluster_ammo 
equipment = missile03_mark01_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile03_mark02_cluster_ammo 
equipment = missile03_mark02_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile03_mark03_cluster_ammo 
equipment = missile03_mark03_cluster_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.cmp 
material_library = equipment\models\li_equip.mat 
category = equipment
price = 0 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true

[Good]
nickname = missile01_mark01_cluster 
equipment = missile01_mark01_cluster 
category = equipment
price = 5000 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile01_mark01_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Javelin Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>J63-C "Cluster Javelin" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Javelin Missile launcher's main attribute is its stalwart reliability; delivering a punishing payload accurately and effectively.  This and its relatively inexpensive cost make the Javelin a welcome addition to any arsenal. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile01_mark02_cluster 
equipment = missile01_mark02_cluster 
category = equipment
price = 18300 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile01_mark02_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Slingshot Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>S-2-C "Cluster Slingshot" Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Based on the original Javelin design, the Slingshot turret delivers more firepower in the same compact casing.   Though it is slightly more expensive, the reformulated payload of its missiles provides a significant advantage in all offensive and defensive situations. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile01_mark03_cluster 
equipment = missile01_mark03_cluster 
category = equipment
price = 74600 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile01_mark03_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Catapult Pod")   
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>C82b-C "Cluster Catapult" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Designed to deliver the maximum damage to the target, the Catapult Missile Launcher has distinguished itself repeatedly in armed combat situations.  With its missiles having greater payload capacity and more sophisticated flight dynamics,  this launcher is considered by many to be the premiere in ballistic weaponry. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>")  
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile01_mark04_cluster 
equipment = missile01_mark04_cluster 
category = equipment
price = 247900 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile01_mark04_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Lancer Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>T4-2-C "Cluster Lancer" Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>In terms of cost verses damage potential, the Lancer Missile launcher is considered by many to be "the weapon of choice".  Though its missiles have only moderate tracking abilities, this perceived drawback is more than overshadowed by its enormous payload capacity. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile02_mark01_cluster 
equipment = missile02_mark01_cluster 
category = equipment
price = 6500 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile02_mark01_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Stalker Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X19-C "Cluster Stalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Developed to recognize and better-track the evasive actions of target ships, the Stalker provides a remarkable advantage for its relative cost.  Though delivering less of an explosive payload than many of its counterparts, this missile's strength lies in its deadly accuracy and dogged relentlessness in the field. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile02_mark02_cluster 
equipment = missile02_mark02_cluster 
category = equipment
price = 23800 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile02_mark02_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Windstalker Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X22-C "Cluster Windstalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Developed from the original design of the Stalker series, the Windstalker launcher's missile carries a larger payload yet does not sacrifice any of the necessary maneuverability. The Windstalker is considered by many to be the best choice for its ability to deliver additional power without sacrificing accuracy. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile02_mark03_cluster 
equipment = missile02_mark03_cluster 
category = equipment
price = 97000 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile02_mark03_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Moonstalker Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X27-C "Cluster Moonstalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Providing superior firepower with the renowned maneuverability and accuracy of the Stalker series, the Moonstalker continues the rich tradition.   This launcher delivers a projectile so accurate and powerful that it is supremely hailed as the premiere homing missile available for its relative price. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile02_mark04_cluster 
equipment = missile02_mark04_cluster 
category = equipment
price = 322300 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile02_mark04_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Sunstalker Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>X33-C "Cluster Sunstalker" Homing Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>One of the most advanced models available, the Sunstalker makes good on the promises of reliability and accuracy set down by the Stalker series of homing missiles.  This launcher is considered by some to be the "only one to take into the Border Worlds" and therefore occupies a special place in their arsenals. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile03_mark01_cluster 
equipment = missile03_mark01_cluster 
category = equipment
price = 5000 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile03_mark01_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Eraser Pod")
ids_name = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>L-EMP-01-C "Cluster Eraser" EMP Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Delivering an EMP (Electromagnetic Pulse) that disrupts the target's shields and power plant and effectively crippling its defenses, the Eraser distinguishes itself as being the perfect weapon for a combined assault; following up with a Javelin or other missile of choice. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile03_mark02_cluster 
equipment = missile03_mark02_cluster 
category = equipment
price = 37100
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile03_mark02_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Sweeper Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>M-EMP-01-C "Cluster Sweeper" EMP Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Based on the same technology as the Eraser, the Sweeper is designed with a greater power output capacity and therefore delivers a more sizeable EMP blast to the target's shields.  In terms of cost, many consider this to be an exceptionally valuable piece of necessary armament. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = missile03_mark03_cluster 
equipment = missile03_mark03_cluster 
category = equipment
price = 247900
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = missile03_mark03_cluster_ammo, 0 
ids_name = 0 ;GENERATESTRRES("Cluster Neutralizer Pod")    
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>N-EMP-01-C "Cluster Neutralizer" EMP Missile Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Second to only one other missile in its class, the Neutralizer releases an EMP on impact that is so devastating that it renders all but the strongest adversaries helpless within a couple of sequential hits. This cluster missile launcher wraps a plasma warhead with the same payload capacity around a faster and more compact rocket while using a much faster rotary launcher and regenerates missiles using the ship's power plant.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = torpedo03_mark01 
equipment = torpedo03_mark01 
category = equipment 
price = 7460 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torplauncher.3db 
combinable = false 
free_ammo = torpedo03_mark01_ammo, 3 
ids_name = 0 ;GENERATESTRRES("Longbow Cruise Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SW-08a "Longbow" Cruise Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The decision by pilots to use either missiles or torpedoes is a trade-off, trading either speed or damage for the other. The Longbow Cruise Missile strives to strike a balance between the two, using a long-range missile rocket motor to propel a reduced-payload torpedo warhead.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db 
material_library = equipment\models\ge_equip.mat 

[Good]
nickname = torpedo03_mark01_ammo 
equipment = torpedo03_mark01_ammo 
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db 
material_library = equipment\models\ge_equip.mat 
category = equipment 
price = 373 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torpedo.3db 
combinable = true 

[Good]
nickname = torpedo03_mark02 
equipment = torpedo03_mark02 
category = equipment 
price = 144580 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torplauncher.3db 
combinable = false 
free_ammo = torpedo03_mark02_ammo, 2 
ids_name = 0 ;GENERATESTRRES("Crossbow Cruise Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SW-13c "Crossbow" Cruise Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Crossbow Cruise Missile takes the successful chassis of the Longbow and mounts a more powerful and longer-lasting rocket motor to an improved warhead. The warhead contains a magnetic flux core that results in an explosion that deals approximately the same damage to shields as it does to hull. An impact to an unprotected hull, however will drain the ship's powerplant slightly. An additional effect of the flux core is the lingering explosion, which lasts for approximately ten seconds, immolating all ships caught within the blast. </TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db 
material_library = equipment\models\ge_equip.mat 
 
[Good]
nickname = torpedo03_mark02_ammo 
equipment = torpedo03_mark02_ammo 
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db 
material_library = equipment\models\ge_equip.mat 
category = equipment 
price = 7229 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torpedo.3db 
combinable = true 

[Good]
nickname = mine06_mark01 
equipment = mine06_mark01 
category = equipment 
price = 500 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db 
combinable = false 
free_ammo = mine06_mark01_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Spark Mine") 
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-01-a "Spark" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Spark mine incorporates a basic Eraser-based warhead and replaces the original Drone Mine's filler with this warhead. The result is a EMP mine with similar properties to the Eraser missile. However, use this mine with caution, as a detonation too close to your own ship may be opposite to the intended effect.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = mine06_mark01_ammo 
equipment = mine06_mark01_ammo 
shop_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
category = equipment 
price = 25 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db 
combinable = true 

[Good]
nickname = mine06_mark02 
equipment = mine06_mark02 
category = equipment 
price = 1830 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db 
combinable = false 
free_ammo = mine06_mark02_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Shock Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-02-b "Shock" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Building on the original design of the Spark mine, engineers have increased the output and power of the EMP field, thus increasing dramatically the damage dealt to enemy shields. This mine deals almost the same damage as the Eraser missile</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = mine06_mark02_ammo 
equipment = mine06_mark02_ammo 
shop_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
category = equipment 
price = 91.500000 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db 
combinable = true 

[Good]
nickname = mine06_mark03 
equipment = mine06_mark03 
category = equipment 
price = 7460 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db 
combinable = false 
free_ammo = mine06_mark03_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Zap Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-03-c "Zap" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>After intensive research on detonation effects, weapons engineers have finally achieved a breakthrough in EMP munitions research, combining a miniaturized explosive warhead with a shell of pulse filler, and miniaturizing as much of the mine as possible to obtain the most powerful EMP mine so far on the market.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = mine06_mark03_ammo 
equipment = mine06_mark03_ammo 
shop_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
category = equipment 
price = 373 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db 
combinable = true 

[Good]
nickname = mine06_mark04 
equipment = mine06_mark04 
category = equipment 
price = 24790 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db 
combinable = false 
free_ammo = mine06_mark04_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Bolt Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-04-d "Bolt" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This EMP mine combines the original Zap mine's original chassis with a new mixture to produce an EMP blast so large that even some of the Border World fighters' shields can be taken down within a few sequential hits.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = mine06_mark04_ammo 
equipment = mine06_mark04_ammo 
shop_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
category = equipment 
price = 1239.500000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db 
combinable = true 

[Good]
nickname = mine06_mark05 
equipment = mine06_mark05 
category = equipment 
price = 120480 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db 
combinable = false 
free_ammo = mine06_mark05_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Lightning Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>EMP-05-e "Lightning" EMP Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This new EMP mine is the most powerful on the market, detonating with such a powerful blast that the energy drain on the victim can drain all but the toughest shields in one blast. This mine is regarded as the mine to take into the Omicron, Sigma, Tau, and Omega systems.</TEXT><PARA/><POP/></RDL>") 
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = mine06_mark05_ammo 
equipment = mine06_mark05_ammo 
shop_archetype = equipment\models\mines\br_plasma_mine.3db 
material_library = equipment\models\br_equip.mat 
category = equipment 
price = 6024
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db 
combinable = true 

[Good]
nickname = rocket01_mark01
equipment = rocket01_mark01
category = equipment
price = 650
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Bane Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-B-34 "Bane" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Bane Rocket Pod uses a simple concept of the unguided rocket containing a small warhead without any guidance. This rocket pod sacrifices the features of many modern missile launchers for an regenerative supply of missiles. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket01_mark01_ammo
equipment = rocket01_mark01_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket01_mark02
equipment = rocket01_mark02
category = equipment
price = 2380
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Blight Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-C-37 "Blight" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Blight rocket pod builds on the same framework as the Bane rocket pod, using the same simple chassis to propel a higher-yield warhead to the target. Other than the payload being upgraded, this rocket pod has no other modifications. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket01_mark02_ammo
equipment = rocket01_mark02_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket01_mark03
equipment = rocket01_mark03
category = equipment
price = 9700
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Curse Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-D-41 "Curse" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Curse rocket pod contains a larger warhead with shrapnel wrapped around it. Like its earlier cousins, however, the fuse is simply a contact fuse, so aim carefully. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket01_mark03_ammo
equipment = rocket01_mark03_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket01_mark04
equipment = rocket01_mark04
category = equipment
price = 32230
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Plague Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-E-43 "Plague" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Plague rocket pod contains a miniaturized Javelin warhead inside the same chassis, but instead of dealing less damage, this miniaturized warhead uses a shaped blast cone to deal the same damage to the unlucky victim. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket01_mark04_ammo
equipment = rocket01_mark04_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket01_mark05
equipment = rocket01_mark05
category = equipment
price = 156620
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Scourge Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RK-F-47 "Scourge" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The pinnacle of technology for rocket pods, the Scourge rocket pod uses the largest warhead that can be compacted for the small chassis that propels the missiles. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket01_mark05_ammo
equipment = rocket01_mark05_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket02_mark01
equipment = rocket02_mark01
category = equipment
price = 650
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Python Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-L-53 "Python" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Python rocket pod uses an even smaller warhead than the Bane series and uses a modification of the launcher to regenerate and launch missiles faster than the Bane series. The mechanism of the pod uses a double-rotary launcher to launch double the missiles that the Bane series can, with the trade-off of dealing only half the damage. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket02_mark01_ammo
equipment = rocket02_mark01_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket02_mark02
equipment = rocket02_mark02
category = equipment
price = 2380
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Viper Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-M-57 "Viper" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>This next installment of the Python rocket pod uses an optimized warhead, wrapping the original explosive with a depleted uranium shell. This missile regenerates twice as fast as its Bane-series cousin, the Blight missile pod. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket02_mark02_ammo
equipment = rocket02_mark02_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket02_mark03
equipment = rocket02_mark03
category = equipment
price = 9700
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Copperhead Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-N-59 "Copperhead" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Copperhead improves on the Viper rocket pod by utilizing a smaller, but just as potent warhead wrapped in tungsten shrapnel to enhance the damage. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket02_mark03_ammo
equipment = rocket02_mark03_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket02_mark04
equipment = rocket02_mark04
category = equipment
price = 32230
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Cobra Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-P-61 "Cobra" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Building on the constant complaints that the missile pods were weak, the designers of the Viper missile changed the warhead to a low-yield nuclear device. An aftereffect of this conversion is a blast that deals more damage, but not as much as a conventional blast because the contact fuse does not give the reaction enough time to reach its full potential. Nevertheless, the EMP field generated by any nuclear detonation somewhat balances out this weakness. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket02_mark04_ammo
equipment = rocket02_mark04_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket02_mark05
equipment = rocket02_mark05
category = equipment
price = 156620
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Basilisk Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RJ-Q-63 "Basilisk" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Basilisk rocket pod is stresses the missile pod chassis to the limit, putting a medium-yield nuclear warhead into the warhead chamber. The name of "Basilisk" is befitting, as this missile is as deadly in action as the "King of Serpents" </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket02_mark05_ammo
equipment = rocket02_mark05_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket03_mark01
equipment = rocket03_mark01
category = equipment
price = 650
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Dart Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-S-71 "Dart" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Dart rocket pod series utilizes state-of-the-art rotary launchers and the most efficient plasma channeling system to deliver the fastest missile pod and arguably the fastest weapon on the market in Sirius Sector. Although it deals very little damage, with clouds of small missiles, it's hard to miss. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket03_mark01_ammo
equipment = rocket03_mark01_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket03_mark02
equipment = rocket03_mark02
category = equipment
price = 2380
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Spear Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-T-73 "Spear" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>As nanotechnology advances, the military industries reap the benefits. The Spear rocket pod is a by-product of this. Using nanotechnology, engineers have miniaturized the Bane rockets' warheads and the missile launching mechanisms. The result is a fast rocket launcher that shoots out clouds of deadly rockets. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket03_mark02_ammo
equipment = rocket03_mark02_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket03_mark03
equipment = rocket03_mark03
category = equipment
price = 9700
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Arrow Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-U-77 "Arrow" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>With the advent of higher yield warheads, even a miniaturized version is potent enough to present a threat. But when combined with the fastest rotary launcher in Sirius Sector, the result is a deadly weapon that spews out 33 lethal rockets. As a policeman on Planet Manhattan said, "Crowd control? Works for me!" </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket03_mark03_ammo
equipment = rocket03_mark03_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket03_mark04
equipment = rocket03_mark04
category = equipment
price = 32230
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Harpoon Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-V-79 "Harpoon" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Harpoon rocket pod represents a leap in weapon design. Using a plasma warhead, some of the plasma is vented off for extra thrust. The missile does a little less damage, but travels significantly faster than other rocket pods. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket03_mark04_ammo
equipment = rocket03_mark04_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = rocket03_mark05
equipment = rocket03_mark05
category = equipment
price = 156620
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Sabot Rocket Pod")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>RX-W-83 "Sabot" Rocket Pod</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Sabot is the zenith of the Dart series, culminating in a warhead that deals damage roughly equal to the Stalker missile while boasting a terrifying refire rate. As with the Harpoon, the plasma warhead is vented for extra thrust, adding an extra 100m/s to the rocket's speed. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = rocket03_mark05_ammo
equipment = rocket03_mark05_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db
combinable = true

[Good]
nickname = ptdef_01
equipment = ptdef_01
category = equipment 
price = 2500 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_turret.3db
combinable = false 
ids_name = 0 ;GENERATESTRRES("Flechette-PD")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-57-l "Flechette" Point Defense Laser</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Some pilots do not have the faith to trust countermeasures, instead relying on their confidence and skill with the ship's weapons to eliminate incoming munitions. The sole problem is that such a pursuit sometimes leaves a drained powerplant to no avail, so the Flechette was invented to fill this flaw in weapon design. The Flechette utilizes a turret to mount a energy-efficient rapid-fire laser that is intended to destroy small targets. </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat 

[Good]
nickname = ptdef_02_ammo
equipment = ptdef_02_ammo
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 

[Good]
nickname = ptdef_02
equipment = ptdef_02
category = equipment
price = 2500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combiniable = false
free_ammo = ptdef_02_ammo, 0
ids_name = 0 ;GENERATESTRRES("Stinger-PD Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-83-m "Stinger" Point Defense Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Stinger Point Defense Missile uses a simple concept - a small, fast guided rocket with an even smaller warhead designed to take down small targets such as missiles, mines, and torpedoes. The small size of the missile makes it perfect for munition interdicting uses, but renders it just about useless in ship to ship combat. Nevertheless, the Stinger missile can be the deciding factor in a dogfight involving large quantities of guided munitions. </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat 

[Good]
nickname = ptdef_03
equipment = ptdef_03
category = equipment
price = 2500
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_minedropper.3db
combinable = false
free_ammo = ptdef_03_ammo, 0
ids_name = 0 ;GENERATESTRRES("Shockwave-PD Mine")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>CIWS-91-mI "Shockwave" Point Defense Mine</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Shockwave mine utilizes a large explosion radius with a weak blast to create a denial of area for munitions. The blast is so weak that most ships shouldn't even be harmed much, but the immense blast radius comes at a cost - the mine is totally immobile and will detonate within three seconds without fail. The Shockwave mine is intended for protecting your ship's aft end from missile or cruise disruptor attacks, creating a fiery globe impenetrable by munitions. </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_cm_dropper01.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = ptdef_03_ammo
equipment = ptdef_03_ammo
shop_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_mine.3db
combinable = true

[Good]
nickname = driver01_mark01
equipment = driver01_mark01
category = equipment
price = 1650
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Poison")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>AK-X-47 "Poison" Light Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Poison light mass driver is a reincarnation of weapons in the pre-Sirius era. These weapons are derived from previous primitive weapons that involved a metal ball, or "bullet" propelled by a self-contained canister of explosive. These mass drivers, however, take a new approach. They vent reactor plasma into a cooling system to cool the projectiles into a hard shell, then, the projectile is shot from the muzzle using an electromagnetic rail. This system is very effective and can rip apart a hull in seconds. The only downside is that the relatively light projectiles and low muzzle velocity splashes harmlessly against most shielding systems. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = driver01_mark02
equipment = driver01_mark02
category = equipment
price = 12870
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Toxin")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>AK-Y-74 "Toxin" Light Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Toxin light mass driver takes the original system from the Poison mass driver and greatly enhances the quality of the projectiles the plasma cooling system produces. These projectiles are much sharper and far mor damaging than those of the original Poison light mass driver. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = driver01_mark03
equipment = driver01_mark03
category = equipment
price = 120480
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Venom")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>AK-Z-84 "Venom" Light Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Venom light mass driver represents the best of the best, taking a the same amount of plasma and compressing it into a projectile that fragments upon impact after penetrating up to 1 foot of armor, increasing the likelihood of hitting a vital part. This weapon, when used in conjunction with pulse-type weapons, can decimate even the strongest ships within seconds. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = driver02_mark01
equipment = driver02_mark01
category = equipment
price = 3710
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Hammer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>DX-C-20 "Hammer" Heavy Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>TESTING ONLY DATA INCOMPLETE</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = driver02_mark02
equipment = driver02_mark02
category = equipment
price = 7460
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Sledgehammer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>DX-D-21 "Sledgehammer" Heavy Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Sledgehammer utilizes the same basic technology as the Hammer, with an improved acceleration ladder and a larger projectile. Of course, with these new features come drawbacks. This gun takes much more energy, about double that of its predecessor, but the damage it deals more than makes up for this fact. It is capable of taking some ships down in a single hit to the hull. It still retains its weakness of being unable to penetrate shields. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = driver02_mark03
equipment = driver02_mark03
category = equipment
price = 240960
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Warhammer")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>DX-E-22 "Warhammer" Heavy Mass Driver</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Warhammer is a brutal weapon. It accelerates a projectile with the mass of a small asteroid compressed to the size of a beer can to 400m/s, causing terrifying damage to the victim. This weapon is so powerful that it is able to take down even transports with a well-placed hit anywhere. It's one weakness still applies. These weapons cannot penetrate even the weakest shields on the market. </TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_plasma_blaster.cmp
material_library = equipment\models\li_equip.mat

[Good]
nickname = shock01_mark01 
equipment = shock01_mark01 
category = equipment 
price = 500 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = shock01_mark01_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Chaos Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-07-r "Chaos" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Based on a demolitions concept tool used by several mining companies to clear areas of asteroids for base construction. Utilizing a double-phase warhead used by demolition crews, the Chaos missile makes short work out of most formations of fighters. The first phase of the warhead detonation creates a cloud of superheated gas, damaging anything within roughly 100m of the center. The second phase is a low-powered detonation that fires within millionths of a second of the first as the first explosion reaches its furthest point. The result is a light-damage explosion that creates a massive shockwave that is able to remove fighters from the combat area.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = shock01_mark01_ammo 
equipment = shock01_mark01_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 25 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 

[Good]
nickname = shock01_mark02 
equipment = shock01_mark02 
category = equipment 
price = 1830 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = shock01_mark02_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Havoc Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-08-s "Havoc" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Using the basic desigh of the Chaos Missile, researchers have made further advances in allowing the secondary explosion to exert more force on the superheated gas to form a more powerful shockwave and a more damaging explosion. As the priority is still to create a large shockwave, damage is still lower than that of a standard missile.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = shock01_mark02_ammo 
equipment = shock01_mark02_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 91.5 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 

[Good]
nickname = shock01_mark03 
equipment = shock01_mark03 
category = equipment 
price = 7460 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = shock01_mark03_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Catastrophe Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-09-t "Catastrophe" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This generation of the original Chaos Missile uses the latest advancements in shockwave technology to create the strongest shockwave munition on the market so far, using a specially designed elliptical charge to fuse the superheated gas at high speeds and propel it outwards before the gas dissipates into space. However, the elliptical charge still does not provide for much damage, as its damage rating is much lower than the damage rating of conventional missiles.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = shock01_mark03_ammo 
equipment = shock01_mark03_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 373 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 

[Good]
nickname = shock01_mark04 
equipment = shock01_mark04 
category = equipment 
price = 24790 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = shock01_mark04_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Cataclysm Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-10-u "Cataclysm" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The recent breakthroughs in the demolitions field have prompted the designers of the original Chaos Missile to design another installment of the series. The Cataclysm Missile uses a compound previously ruled out because of miniaturization problems. The new containment vessel used for the secondary warhead is made of a new allow that allows a detonation of roughly two times the strength of the original alloy. the result is a missile that not only uses a stronger filler, but also a stronger shockwave as well.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = shock01_mark04_ammo 
equipment = shock01_mark04_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 1239.5 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 

[Good]
nickname = shock01_mark05 
equipment = shock01_mark05 
category = equipment 
price = 120480 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db 
combinable = false 
free_ammo = shock01_mark05_ammo, 10 
ids_name = 0 ;GENERATESTRRES("Ragnarok Missile")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>SHK-11-v "Ragnarok" Shockwave Missile</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>This final installment of this line of shockwave missiles is designed from the ground up using a new shockwave core. This missile uses a three-detonation sequence to generate a shockwave strong enough to jar a capital ship out of formation. The primary and secondary detonations follow the same pattern as the Cataclysm Missile. However, the third detonation is delayed twice the delay between the first and second detonations, allowing the cloud of superheated matter to condense before driving it outwards a third and final time. Although the missile's explosion is a sequence of separate detonations, these explosions last millionths of a second and therefore appear to the human eye as a single explosion.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\weapons\li_rad_launcher.cmp 
material_library = equipment\models\li_equip.mat 

[Good]
nickname = shock01_mark05_ammo 
equipment = shock01_mark05_ammo 
shop_archetype = equipment\models\weapons\li_rad_missile.3db 
material_library = equipment\models\li_equip.mat 
category = equipment 
price = 6024 
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missiles.3db 
combinable = true 

[Good]
nickname = flame01
equipment = flame01
category = equipment
price = 7460
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Firebird Flamethrower")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LC-33dS "Firebird" Space-Based Flamethrower</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Based on inspiration from historians about a weapon design that harkens from pre-Sirius times, this weapon uses a mixture of plasma and a combustible fuel-oxygen mixture to achieve the same effect as the feared flamethrower. However, although the effect of this weapon is largely exaggerated, several flaws cripple its widespread use. The fuel mixture containing oxygen is still unstable, as the oxygen rapidly dissipates in space, resulting in a low muzzle velocity and low range.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat

[Good]
nickname = flame02
equipment = flame02
category = equipment
price = 144580
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db
combinable = false
ids_name = 0 ;GENERATESTRRES("Phoenix Flamethrower")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>LC-39xV "Phoenix" Space-Based Flamethrower</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Improving on the Firebird's original design, engineers have redesigned the fuel deployment system. Instead of the old system where the fuel was compressed and then ejected out of the muzzle, this variant of the flamethrower uses cartridges filled with the fuel and those in turn are accelerated using a magnetic acceleration array. As the canister travels towards its target, the fuel sprays out of the rear end and is ignited with the initial spark supplied by the canister. The Phoenix flamethrower uses the most efficient canister. The canister is propelled at 200m/s and runs out of fuel at approximately 160m, or double the range and velocity of its predecessor, the Firebird flamethrower.</TEXT><PARA/><POP/></RDL>")
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
</source>
</data>

<data file="data\equipment\st_equip.ini" method="append">
<source>

[ShieldGenerator]
nickname = admin_shield
ids_name = 0 ;GENERATESTRRES("Admin H. F. Shield")
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Admins Graviton Shield</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Admins Super Shield Try kill ME PLEASE :-).</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>")
DA_archetype = equipment\models\st\li_refractor_shield.3db   
material_library = equipment\models\li_equip.mat   
HP_child = HpConnect   
hit_pts = 999999999   
explosion_resistance = 0.500000   
debris_type = debris_normal   
parent_impulse = 20   
child_impulse = 80   
volume = 10000.000000    
mass = 10   
regeneration_rate = 5000000000    
max_capacity = 500000000000   
toughness = 500000000000   
hp_type = hp_elite_shield_generator   
offline_rebuild_time = -  
offline_threshold = 0.150000   
constant_power_draw = 0   
rebuild_power_draw = 9  
shield_type = S_Graviton01   
shield_collapse_sound = shield_offline   
shield_rebuilt_sound = shield_rebuilt   
shield_hit_effects = 0, gf_ku_shield01   
shield_hit_effects = 100, gf_ku_shield02   
shield_hit_effects = 500, gf_ku_shield03   
separation_explosion = sever_debris   
LODranges = 0, 20   
lootable = true 
</source>
</data>
 
</script>
