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COMPONENT DATA FILE
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Name:
  The name of this component.

Description:
  A brief description of this component and its uses.

Pic Num:
  The picture number from the Comps.bmp used for this component.

Tonnage Space Taken:
  The number of spaces in a ship size that are taken up by this component.

Tonnage Structure:
  The number of points of damage this component can withstand before being destroyed.

Cost Minerals, Cost Organics, Cost Radioactives:
  The cost of this component in this resource.

Vehicle Type:
  The type of vehicle this component can be placed in.
  Allowable Values for Vehicle Type:
    Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform
    Ship\Base, Ship\Base\Sat, Ship\Base\Sat\Drone, Ship\Base\Sat\WeapPlat\Drone, 
    Ftr\Trp, Ship\Base\Drone, All

Optional Field - 
Vechicle List Type Override:
  If this field is present, it overrides the value in Vehicle Type. 
  The type of vehicle this component can be placed in. This field
  contains a list of comma separated values. 
  Allowable Values in list:
    Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform

Optional Field - 
Vehicle List Type Description:
  If the Vehicle List Type Override field is used, this field should
  be present as well. This field provides the description displayed in 
  the component report.  

Supply Amount Used:
  The amount of supplies this component uses each time it is activated.

Restrictions:
  None, One Per Vehicle, Two Per Vehicle, Three Per Vehicle, Four Per Vehicle
  Five Per Vehicle, Six Per Vehicle, Seven Per Vehicle, Eight Per Vehicle, Nine Per Vehicle
  Ten Per Vehicle

General Group:
  The General Group this component belongs to. This is used in the
  Add Design Window to only show components of a given group.

Family:
  The family grouping of this component. This is used to determine which components
  can be removed when showing only the latest component of type. This can be
  any number as long as all components with the same name and a different
  Roman Numeral have the same family number.

Roman Numeral:
  The number that follows a component and is displayed as a roman numeral. This is
  a regular number of 0 - 20 which is used to describe components that are
  improved version of an earlier model. This number should be the value of the
  Roman Numeral which follows the name of the component. A value of zero means
  that there is no roman numeral for this component.
  Allowable values for Roman Numeral:
    0 - 20.

Custom Group:
  A number which allows the creation of custom groups of components. This number
  is currently only used by the Create Ring World and Create Sphere World 
  components to know that the correct components are in the same sector. 

Number of Tech Req:
  The number of Tech Requirements that are for this component. The Tech requirement
  determines the technology level an empire must have before this component
  becomes visible to be used in designs.

Tech Area Req X:
  For each of the Tech Requirements, this is the tech area of the requirement.
  The X is the number of the requirement.
  Allowable values for Tech Area Req:
    A name from the TechArea.txt file.

Tech Level Req X:
  For each of the Tech Requirements, this is the tech level in the given area
  that must be reached.
  The X is the number of the requirement.
  Allowable values for Tech Level Req:
    A value from 1 to the Maximum Level for this Tech Area as defined in the
    TechArea.txt file.

Number of Abilities:
  The number of abilities that this component possesses.

Ability X Type, Ability X Descr, Ability X Val 1, Ability X Val 2:
  The details of the ability. See the Abilities.txt file for details.
  The x is the number of the ability.

Weapon Type:
  The weapon type of this component.
  Allowable values for Weapon Type:
    None, Direct Fire, Seeking, Point-Defense, Warhead

[If Weapon Type is not None, then the following fields should be present.]

Weapon Target:
  Ships, Planets, Ships\Planets, Ships\Planets\Ftr\Sat\Drone, Seekers, 
  Ftr\Sat\Seekers\Drone, Ships\Sat, Fighters, Satellites, Drones
  Ships\Planets\Sat, Ships\Planets\Sat\Drone

Optional Field - 
Weapon List Target Override:
  If this field is present, it overrides the value in Weapon Target. 
  The types of vehicle this weapon can fire on. This field
  contains a list of comma separated values. 
  Allowable Values in list:
    Ships, Planets, Seekers, Fighters, Satellites, Drones

Optional Field - 
Weapon List Target Description:
  If the Weapon List Target Override field is used, this field should
  be present as well. This field provides the description displayed in 
  the component report.  

Weapon Damage at Rng:
  The damage this weapon will do at ranges 1 - 20.

Weapon Damage Type:
  The type of damage that is done when the weapon hits.
  Allowable values for Weapon Damage Type:
    Normal, Shields Only, Skips Normal Shields, Only Engines, Only Weapons,
    Plague Level 1, Plague Level 2, Plague Level 3, Plague Level 4, Plague Level 5,
    Only Planet Population, Only Planet Conditions, Only Resupply Depots,
    Only Spaceports, Pushes Target, Pulls Target, Random Target Movement,
    Only Shield Generators, Only Boarding Parties, Only Security Stations,
    Only Planet Destroyers, Skips Armor, Skips Shields And Armor,
    Quad Damage To Shields, Increase Reload Time, Disrupt Reload Time, 
    Crew Conversion, Only Master Computers, Skips All Shields,
    Double Damage To Shields, Half Damage To Shields, Quarter Damage To Shields

Weapon Reload Rate:
  The rate at which the weapon reloads. This is the number of turns before the
  weapon can fire again.

Weapon Display Type:
  Beam, Torp, Seeker

Weapon Display:
  Beam - The index number of the beam picture to display (in Pictures\Combat\Beams.bmp).
  Torp - The index number of the torp picture to display (in Pictures\Combat\Torps.bmp).
  Seeker - The index of the seeker picture to display (in the main bitmap for each race).

Weapon Speed:
  For Seeking weapons, the number of squares per turn the weapon moves.

Weapon Modifier:
  Any special bonus this weapon receives.

Weapon Sound:
  The name of the WAV file that is played when this weapon fires.

=======================================================================================
*BEGIN*
=======================================================================================

Name                  := Basic Bridge
Description           := The main control center of a starship. This basic version is poorly equipped for space combat.
Pic Num               := 251
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a basic ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -15 to hit with direct fire weapons.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 1
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 102
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Bridge resists boarding attempts with the strength of 12 marines.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Bridge
Description           := The main control center of a starship, specialized to improve performance in combat.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 202
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Tech Area Req 3       := Combat Support
Tech Level Req 3      := 3
Number of Abilities   := 4
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat (only 1 component per planet effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Combat bridge resists boarding attempts with the strength of 20 marines.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Drone Computer Core
Description           := The main computer core which controls a drone.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a drone computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Computer Core
Description           := The main computer core which controls a satellite.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Computer Core I
Description           := The main computer core which controls a weapons platform.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 504
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Computer Core II
Description           := The main computer core which controls a weapons platform.
Pic Num               := 3
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 504
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Computer Core III
Description           := The main computer core which controls a weapons platform.
Pic Num               := 3
Tonnage Space Taken   := 2
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 504
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Computer Core IV
Description           := The main computer core which controls a weapons platform.
Pic Num               := 3
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 504
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Computer Core V
Description           := The main computer core which controls a weapons platform.
Pic Num               := 3
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 504
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Command Center I
Description           := The command and control station, and crew, of a weapons platform.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 25
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3504
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A weapons platform command center.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Command Center II
Description           := The command and control station, and crew, of a weapons platform.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 500
Cost Radioactives     := 30
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3514
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A weapons platform command center.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Well trained weapons crew increases direct-fire accuracy by 5%.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Command Center III
Description           := The command and control station, and crew, of a weapons platform.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 1000
Cost Radioactives     := 75
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3524
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Elite Planetary Defences
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A weapons platform command center.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhanced fire control and highly trained weapons crew increases direct-fire accuracy by 10%.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Command Center IV
Description           := The command and control station, and crew, of a weapons platform.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 1600
Cost Radioactives     := 150
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3534
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Tech Area Req 2       := Elite Planetary Defences
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A weapons platform command center.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhanced fire control and highly trained weapons crew increases direct-fire accuracy by 15%.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Basic Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture.
Pic Num               := 5
Tonnage Space Taken   := 15
Tonnage Structure     := 1
Cost Minerals         := 100
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Ship Construction
Tech Level Req 2      := 4
Tech Area Req 3       := Ship Construction
Tech Level Req 3      := 4
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship.
Pic Num               := 5
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 103
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hardened Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship. This system is built for durability and to resist damage and mechanical failures.
Pic Num               := 5
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 600
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 203
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Tech Area Req 3       := Armor
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Crew Quarters
Description           := A second-rate crew and facilities. This component represents the crew itself, as well as its quarters, communications, common equipment, and its means of moving within the ship. Damage represents some casualties and damage which impairs the crew's ability to operate the ship effectively, but not exinction of the crew.
Pic Num               := 7
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 100
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Comprises crew, quarters, and crew facilities.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 4 marines.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := Second-rate crew give a -4 to hit with direct fire weapons.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Minus
Ability 4 Descr       := Second-rate crew give a -4 to defense.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters
Description           := A good crew and facilities. This component represents the crew itself, as well as its quarters, communications, common equipment, and its means of moving within the ship. Damage represents some casualties and damage which impairs the crew's ability to operate the ship effectively, but not exinction of the crew.
Pic Num               := 7
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 300
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 401
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Comprises crew, quarters, and crew facilities.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 20 marines.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Superior Crew Quarters
Description           := A superior crew and facilities. This component represents the crew itself, as well as its quarters, communications, common equipment, and its means of moving within the ship. Damage represents some casualties and damage which impairs the crew's ability to operate the ship effectively, but not exinction of the crew.
Pic Num               := 7
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 1000
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 402
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elite Starship Crews
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Comprises crew, quarters, and crew facilities.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 32 marines.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior crew give a +3 to hit with direct fire weapons.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Superior crew give a +3 to defense.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Military Crew Quarters
Description           := A military crew and facilities. Specially trained for space combat and boarding defense. This component represents the crew itself, as well as its quarters, communications, common equipment, and its means of moving within the ship. Damage represents some casualties and damage which impairs the crew's ability to operate the ship effectively, but not exinction of the crew.
Pic Num               := 50
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 1500
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 402
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Elite Starship Crews
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Comprises crew, quarters, and crew facilities.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 60 marines.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Superior crew give a +5 to hit with direct fire weapons.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Superior crew give a +5 to defense.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Elite Crew Quarters
Description           := A superior crew and facilities. This component represents the crew itself, as well as its quarters, communications, common equipment, and its means of moving within the ship. Damage represents some casualties and damage which impairs the crew's ability to operate the ship effectively, but not exinction of the crew.
Pic Num               := 51
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 700
Cost Organics         := 2000
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 402
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Elite Starship Crews
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Comprises crew, quarters, and crew facilities.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Crew resists boarding attempts with the strength of 64 marines.
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Elite crew give a +7 to hit with direct fire weapons.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Elite crew give a +7 to defense.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Auxiliary Control
Description           := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship.
Pic Num               := 2
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Auxiliary Control resists boarding attempts with the strength of 8 marines.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Aux Control
Description           := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship. This version is specially equipped for increased performance in combat.
Pic Num               := 250
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 105
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Sensors
Tech Level Req 2      := 4
Tech Area Req 3       := Combat Support
Tech Level Req 3      := 4
Number of Abilities   := 4
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat (only 1 component per planet effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Combat Auxiliary Control resists boarding attempts with the strength of 20 marines.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility I
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 2500
Cost Organics         := 6000
Cost Radioactives     := 600
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility II
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 3000
Cost Organics         := 6500
Cost Radioactives     := 725
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 625 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 625
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 625 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 625
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility III
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 3500
Cost Organics         := 7000
Cost Radioactives     := 850
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 750 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 750
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 750 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 750
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility IV
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 4000
Cost Organics         := 7500
Cost Radioactives     := 975
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1750 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1750
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 875 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 875
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 875 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility V
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 4500
Cost Organics         := 8000
Cost Radioactives     := 1100
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility VI
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 5000
Cost Organics         := 8500
Cost Radioactives     := 1225
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2200 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2200
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1100 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1100
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1100 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1100
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility VII
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 5500
Cost Organics         := 9000
Cost Radioactives     := 1350
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1200 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1200
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1200 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1200
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility VIII
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 5900
Cost Organics         := 9400
Cost Radioactives     := 1450
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 11
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2550 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2550
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1275 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1275
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1275 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1275
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility IX
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6200
Cost Organics         := 9700
Cost Radioactives     := 1525
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 12
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2700 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2700
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1350 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1350
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1350
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility X
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6400
Cost Organics         := 9900
Cost Radioactives     := 1575
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 13
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1400 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1400
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility XI
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6500
Cost Organics         := 10000
Cost Radioactives     := 1600
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 14
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility XII
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6600
Cost Organics         := 10100
Cost Radioactives     := 1625
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 15
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1475 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1475
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1475 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1475
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility XIII
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6700
Cost Organics         := 10200
Cost Radioactives     := 1650
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 13
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 16
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility XIV
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6800
Cost Organics         := 10300
Cost Radioactives     := 1675
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 14
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 17
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3050 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3050
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1525 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1525
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1525 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1525
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Space Yard Facility XV
Description           := A large space-based construction facility which has large quantities of trained staff and appropriate organic material available for producing highly-trained crews and colonies.
Pic Num               := 49
Tonnage Space Taken   := 800
Tonnage Structure     := 300
Cost Minerals         := 6900
Cost Organics         := 10400
Cost Radioactives     := 1700
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 106
Roman Numeral         := 15
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 18
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3100 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3100
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1550 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1550
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1550 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1550
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 9 components per turn.
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard I
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 100 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 100
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 2 components per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard II
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 2500
Cost Organics         := 750
Cost Radioactives     := 625
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 105 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 110
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 625 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 625
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard III
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 110 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 120
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 750 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 750
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard IV
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 3500
Cost Organics         := 1250
Cost Radioactives     := 875
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1750 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1750
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 115 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 130
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 875 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 875
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard V
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 1500
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 120 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 120
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard VI
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 4500
Cost Organics         := 1700
Cost Radioactives     := 1125
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2200 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2200
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 120 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 120
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1100 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1100
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard VII
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 1900
Cost Radioactives     := 1250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2400 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2400
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 125 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 125
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1200 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1200
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard VIII
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5400
Cost Organics         := 2000
Cost Radioactives     := 1350
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 11
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2550 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2550
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 125 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 125
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1275 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1275
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard IX
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5700
Cost Organics         := 2100
Cost Radioactives     := 1425
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 12
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2700 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2700
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 125 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 125
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1350 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1350
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard X
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 5900
Cost Organics         := 2200
Cost Radioactives     := 1475
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 13
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 130 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 130
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1400 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1400
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard XI
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 2300
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 14
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 130 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 130
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard XII
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6100
Cost Organics         := 2400
Cost Radioactives     := 1525
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 15
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2950 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2950
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 130 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 130
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1475 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1475
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard XIII
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6200
Cost Organics         := 2500
Cost Radioactives     := 1550
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 13
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 16
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 135 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 135
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard XIV
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6300
Cost Organics         := 2600
Cost Radioactives     := 1575
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 14
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 17
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3050 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3050
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 135 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 135
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1525 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1525
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard XV
Description           := Ship construction component which can work on one ship at a time. (This mobile space-based component lacks the trained personnel and organics to mass-produce infantry, elite starship crews, or colonists.)
Pic Num               := 49
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 6400
Cost Organics         := 2700
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 15
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 18
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3100 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3100
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 140 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 140
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1550 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1550
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 9 components per turn.
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Ability 5 Type        := Cargo Storage
Ability 5 Descr       := Cargo-class component for design purposes.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 50kT worth of cargo space.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Star - Unstable
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 60kT worth of cargo space.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 70kT worth of cargo space.
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Compartment
Description           := Small area on a starship where cargo can be housed.
Pic Num               := 282
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 4007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 25kT worth of cargo space.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Niche
Description           := Spare area on a starship where cargo can be housed.
Pic Num               := 283
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 3007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 12kT worth of cargo space.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller I
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 0
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller II
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 25
Tonnage Structure     := 25
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller III
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller IV
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 2
Tech Area Req 2       := Computers
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller V
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 2
Tech Area Req 2       := Computers
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller VI
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller VII
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 6
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Barrage Minefield Controller VIII
Description           := Device which controls the activation of a barrage minefield.
Pic Num               := 3
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 7
Number of Abilities   := 1
Ability 1 Type        := Master Computer
Ability 1 Descr       := Controls a barrage Minefield.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Computer Pilot I
Description           := Artificially intelligent neural-net computer that can control an entire starship, but is not up to sophisticated tactical maneuvers.
Pic Num               := 3
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2       := Robotics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -30 to hit with direct fire weapons.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -40 to defense.
Ability 3 Val 1       := 40
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Computer Pilot II
Description           := Artificially intelligent neural-net computer that can control an entire starship, but is not up to sophisticated tactical maneuvers.
Pic Num               := 3
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1500
Cost Organics         := 400
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2       := Robotics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -30 to hit with direct fire weapons.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -40 to defense.
Ability 3 Val 1       := 40
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Computer Pilot III
Description           := Artificially intelligent neural-net computer that can control an entire starship, but is not up to sophisticated tactical maneuvers.
Pic Num               := 3
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 300
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2       := Robotics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -30 to hit with direct fire weapons.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -40 to defense.
Ability 3 Val 1       := 40
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Computer Pilot IV
Description           := Artificially intelligent neural-net computer that can control an entire starship, but is not up to sophisticated tactical maneuvers.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 200
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2       := Robotics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -30 to hit with direct fire weapons.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -40 to defense.
Ability 3 Val 1       := 40
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2       := Robotics
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -15 to hit with direct fire weapons.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -20 to defense.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2       := Robotics
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -10 to hit with direct fire weapons.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2       := Robotics
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -8 to hit with direct fire weapons.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -12 to defense.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2       := Robotics
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -6 to hit with direct fire weapons.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -9 to defense.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 12
Tonnage Structure     := 12
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2       := Robotics
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -4 to hit with direct fire weapons.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -6 to defense.
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer VI
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 6
Tech Area Req 2       := Robotics
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -2 to hit with direct fire weapons.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -3 to defense.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer VII
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 3000
Cost Organics         := 750
Cost Radioactives     := 750
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 7
Tech Area Req 2       := Robotics
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -2 to hit with direct fire weapons.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -3 to defense.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer VIII
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 2000
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 8
Tech Area Req 2       := Robotics
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -2 to hit with direct fire weapons.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -3 to defense.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer IX
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 1000
Cost Organics         := 250
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 9
Tech Area Req 2       := Robotics
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -2 to hit with direct fire weapons.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -3 to defense.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer X
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1250
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 108
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 10
Tech Area Req 2       := Robotics
Tech Level Req 2      := 6
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -1 to hit with direct fire weapons.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -2 to defense.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Base Maneuver Thrusters
Description           := Thrusters to allow a base limited maneuver ability in emergencies. This is currently inaccessible on the tech tree, but go mod it in if you want this. (Remove inaccessible tech requirement.)
Pic Num               := 9
Tonnage Space Taken   := 30
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Base
Supply Amount Used    := 30
Restrictions          := None
General Group         := Engines
Family                := 109
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := Inaccessible Technology
Tech Level Req 2      := 100
Number of Abilities   := 3
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 movement during combat only.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 250 units of supply.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 9% defense bonus in combat.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I
Description           := Standard Ion Engine for sub-light inter-system travel.
Pic Num               := 9
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 9 standard movement.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 250 units of supply.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 9% defense bonus in combat.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II
Description           := Standard Ion Engine for sub-light inter-system travel.
Pic Num               := 9
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 9 standard movement.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 260 units of supply.
Ability 2 Val 1       := 260
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 9% defense bonus in combat.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III
Description           := Standard Ion Engine for sub-light inter-system travel.
Pic Num               := 9
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 9 standard movement.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 270 units of supply.
Ability 2 Val 1       := 270
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 9% defense bonus in combat.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Contra - Terrene Engine I
Description           := Anti-Matter engine suitable for sub-light inter-system travel.
Pic Num               := 10
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Anti-Matter Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 11 standard movement.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 11% defense bonus in combat.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 300 units of supply.
Ability 3 Val 1       := 300
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Contra - Terrene Engine II
Description           := Anti-Matter engine suitable for sub-light inter-system travel.
Pic Num               := 10
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Anti-Matter Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 11% defense bonus in combat.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 11 standard movement.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 325 units of supply.
Ability 3 Val 1       := 325
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Contra - Terrene Engine III
Description           := Anti-Matter engine suitable for sub-light inter-system travel.
Pic Num               := 10
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Anti-Matter Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 11% defense bonus in combat.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 11 standard movement.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 350 units of supply.
Ability 3 Val 1       := 350
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jacketed - Photon Engine I
Description           := Harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num               := 25
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 7
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 13% defense bonus in combat.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 13 standard movement.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 400 units of supply.
Ability 3 Val 1       := 400
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jacketed - Photon Engine II
Description           := Harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num               := 25
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 380
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 13% defense bonus in combat.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 13 standard movement.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 430 units of supply.
Ability 3 Val 1       := 430
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jacketed - Photon Engine III
Description           := Harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num               := 25
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 360
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 9
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 13% defense bonus in combat.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 13 standard movement.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 460 units of supply.
Ability 3 Val 1       := 460
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Drive
Description           := Quantum drive suitable for sub-light inter-system travel. This model is quite large and inefficient, but research in propulsion technology can overcome these defects.
Pic Num               := 26
Tonnage Space Taken   := 33
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 33
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 15 standard movement.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 50 units of supply.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Engine I
Description           := Quantum element engine suitable for sub-light inter-system travel.
Pic Num               := 26
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 10
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 15 standard movement.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Engine II
Description           := Quantum element engine suitable for sub-light inter-system travel.
Pic Num               := 26
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 480
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 15 standard movement.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 550 units of supply.
Ability 3 Val 1       := 550
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Engine III
Description           := Quantum element engine suitable for sub-light inter-system travel.
Pic Num               := 26
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 460
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 12
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 15 standard movement.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Ion Engine I
Description           := An exquisitely engineered Ion Engine for sub-light inter-system travel.
Pic Num               := 132
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 10 standard movement.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 300 units of supply.
Ability 2 Val 1       := 300
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Ion Engine II
Description           := An exquisitely engineered Ion Engine for sub-light inter-system travel.
Pic Num               := 132
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 330
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 10 standard movement.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 320 units of supply.
Ability 2 Val 1       := 320
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Ion Engine III
Description           := An exquisitely engineered Ion Engine for sub-light inter-system travel.
Pic Num               := 132
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 360
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 10 standard movement.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 330 units of supply.
Ability 2 Val 1       := 330
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Contra - Terrene Engine I
Description           := An exquisitely engineered anti-matter engine suitable for sub-light inter-system travel.
Pic Num               := 133
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 4
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 12 standard movement.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 12% defense bonus in combat.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 350 units of supply.
Ability 3 Val 1       := 350
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Contra - Terrene Engine II
Description           := An exquisitely engineered anti-matter engine suitable for sub-light inter-system travel.
Pic Num               := 133
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 5
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 12% defense bonus in combat.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 12 standard movement.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 380 units of supply.
Ability 3 Val 1       := 380
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Contra - Terrene Engine III
Description           := An exquisitely engineered anti-matter engine suitable for sub-light inter-system travel.
Pic Num               := 133
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 6
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 12% defense bonus in combat.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 12 standard movement.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 390 units of supply.
Ability 3 Val 1       := 390
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Jacketed - Photon Engine I
Description           := An exquisitely engineered harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num               := 134
Tonnage Space Taken   := 9
Tonnage Structure     := 9
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 7
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 7
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 14% defense bonus in combat.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 14 standard movement.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Jacketed - Photon Engine II
Description           := An exquisitely engineered harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num               := 134
Tonnage Space Taken   := 9
Tonnage Structure     := 9
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 8
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 14% defense bonus in combat.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 14 standard movement.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 530 units of supply.
Ability 3 Val 1       := 530
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Jacketed - Photon Engine III
Description           := An exquisitely engineered harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num               := 134
Tonnage Space Taken   := 9
Tonnage Structure     := 9
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 9
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 9
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 14% defense bonus in combat.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 14 standard movement.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 560 units of supply.
Ability 3 Val 1       := 560
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Quantum Engine Ie
Description           := An exquisitely engineered quantum element engine suitable for sub-light inter-system travel. They are engineered to provide the greatest possible thrust, at the expense of energy and cost efficiency.
Pic Num               := 135
Tonnage Space Taken   := 13
Tonnage Structure     := 26
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 10
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 10
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 16% defense bonus in combat.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 16 standard movement.
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Quantum Engine IIe
Description           := An exquisitely engineered quantum element engine suitable for sub-light inter-system travel. They are engineered to provide the greatest possible thrust, at the expense of energy and cost efficiency.
Pic Num               := 135
Tonnage Space Taken   := 13
Tonnage Structure     := 26
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 11
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 16% defense bonus in combat.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 16 standard movement.
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 550 units of supply.
Ability 3 Val 1       := 550
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Quantum Engine IIIe
Description           := An exquisitely engineered quantum element engine suitable for sub-light inter-system travel. They are engineered to provide the greatest possible thrust, at the expense of energy and cost efficiency.
Pic Num               := 135
Tonnage Space Taken   := 13
Tonnage Structure     := 26
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 12
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 12
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 16% defense bonus in combat.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 16 standard movement.
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Ion Engine I
Description           := An efficient ion engine for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 9
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 250 units of supply.
Ability 2 Val 1       := 250
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Ion Engine II
Description           := An efficient ion engine for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 9
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 260 units of supply.
Ability 2 Val 1       := 260
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Ion Engine III
Description           := An efficient ion engine for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 9
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 270 units of supply.
Ability 2 Val 1       := 270
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Contra - Terrene Engine I
Description           := An efficient anti-matter engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 10
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 150	
Cost Organics         := 0
Cost Radioactives     := 30	
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4	
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Anti-Matter Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement. 
Ability 1 Val 1       := 6	
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 0	
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 300 units of supply.
Ability 3 Val 1       := 300
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Contra - Terrene Engine II
Description           := An efficient anti-matter engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 10
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Anti-Matter Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 6 standard movement.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 325 units of supply.
Ability 3 Val 1       := 325
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Contra - Terrene Engine III
Description           := An efficient anti-matter engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 10
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 130
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Anti-Matter Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 6 standard movement.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 350 units of supply.
Ability 3 Val 1       := 350
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Jacketed - Photon Engine I
Description           := An efficient harnessed light drive engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 25
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 7 standard movement.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 400 units of supply.
Ability 3 Val 1       := 400
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Jacketed - Photon Engine II
Description           := An efficient harnessed light drive engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 25
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 190
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 7 standard movement.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 430 units of supply.
Ability 3 Val 1       := 430
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Jacketed - Photon Engine III
Description           := An efficient harnessed light drive engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 25
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 7 standard movement.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 460 units of supply.
Ability 3 Val 1       := 460
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Quantum Engine I
Description           := An efficient quantum element engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 26
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 3
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 10
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 8 standard movement.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Quantum Engine II
Description           := An efficient quantum element engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 26
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 3
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 8 standard movement.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 550 units of supply.
Ability 3 Val 1       := 550
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Efficient Quantum Engine III
Description           := An efficient quantum element engine suitable for sub-light inter-system travel, designed for efficient fuel consumption and compactness.
Pic Num               := 26
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 230
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 3
Restrictions          := None
General Group         := Engines
Family                := 309
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 12
Tech Area Req 2       := Quantum Physics
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 8 standard movement.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Ability 4 Type        := Warp Point - Turbulence
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Drive I
Description           := Uses gravitic technology and the ship's own mass to generate extra movement for a ship.
Pic Num               := 137
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 442
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 8
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 100 units of supply.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 1% defense bonus in combat.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Drive II
Description           := Uses gravitic technology and the ship's own mass to generate extra movement for a ship.
Pic Num               := 137
Tonnage Space Taken   := 35
Tonnage Structure     := 35
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 442
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 9
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 2 bonus movement points (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 1
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 150 units of supply.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 2% defense bonus in combat.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitic Drive III
Description           := Uses gravitic technology and the ship's own mass to generate extra movement for a ship.
Pic Num               := 137
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 30
Restrictions          := None
General Group         := Engines
Family                := 442
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 10
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 3 bonus movement points (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 1
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 200 units of supply.
Ability 2 Val 1       := 200
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Drone Armor I
Description           := Armor plating for drones.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 13
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 190
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Drone Armor II
Description           := Armor plating for drones.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 14
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 190
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Drone Armor III
Description           := Armor plating for drones.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 16
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 190
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Drone Armor IV
Description           := Armor plating for drones.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 18
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 190
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Drone Armor I
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3191
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Drones
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 10 or less.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Drone Armor II
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3191
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Drones
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 20 or less.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Drone Armor III
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3191
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Drones
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 30 or less.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Armor I
Description           := Armor plating for satellites.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 14
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 191
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Armor II
Description           := Armor plating for satellites.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 20
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 191
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Armor III
Description           := Armor plating for satellites.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 28
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 191
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Armor IV
Description           := Armor plating for satellites.
Pic Num               := 28
Tonnage Space Taken   := 5
Tonnage Structure     := 35
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 191
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armor I
Description           := Standard metallic armor used to protect a weapon platform from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3290
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armor II
Description           := Standard titanium armor used to protect a weapon platform from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 10
Tonnage Structure     := 45
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3290
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armor III
Description           := Standard titanium armor used to protect a weapon platform from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3290
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Armor I
Description           := Advanced composite armor used to protect a weapon platform from physical damage. While expensive to produce, it is extremely strong.
Pic Num               := 29
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 110
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Armor II
Description           := Advanced composite armor used to protect a weapon platform from physical damage. While expensive to produce, it is extremely strong.
Pic Num               := 29
Tonnage Space Taken   := 10
Tonnage Structure     := 110
Cost Minerals         := 320
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 110
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra Armor I
Description           := Highly advanced and extremely expensive armor used to provide the utmost protection from physical damage.
Pic Num               := 193
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 640
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 111
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra Armor II
Description           := Superlatively strong (and expensive) armor used to provide the utmost protection from physical damage.
Pic Num               := 193
Tonnage Space Taken   := 10
Tonnage Structure     := 200
Cost Minerals         := 1280
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 111
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stealth Structure I
Description           := An array of advanced absorbing materials built into the outer hull which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Stealth Armor
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 1% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Structure II
Description           := An array of advanced absorbing materials built into the outer hull which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Stealth Armor
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 2% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Structure III
Description           := An array of advanced absorbing materials built into the outer hull which render a ship nearly invisible.
Pic Num               := 189
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Stealth Armor
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Scattering Structure I
Description           := A scattering array of dense resonant alloys built into the outer hull to confound long-range scanners.
Pic Num               := 190
Tonnage Space Taken   := 50
Tonnage Structure     := 150
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Reflective Alloys
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 1% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Structure II
Description           := A scattering array of dense resonant alloys built into the outer hull to confound long-range scanners.
Pic Num               := 190
Tonnage Space Taken   := 50
Tonnage Structure     := 150
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Reflective Alloys
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 2% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Structure III
Description           := A scattering array of dense resonant alloys built into the outer hull to confound long-range scanners.
Pic Num               := 190
Tonnage Space Taken   := 50
Tonnage Structure     := 150
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Reflective Alloys
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Armored Structure I
Description           := Standard metallic armor used to protect a ship from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 1 damage per hit.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armored Structure II
Description           := Standard titanium armor used to protect a ship from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 10
Tonnage Structure     := 90
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 2 damage per hit.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armored Structure III
Description           := Standard titanium armor used to protect a ship from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 10
Tonnage Structure     := 120
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 3 damage per hit.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Armored Structure I
Description           := Advanced composite armor used to protect a ship from physical damage. While expensive to produce, it is extremely strong.
Pic Num               := 29
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3291
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 4 damage per hit.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Armored Structure II
Description           := Advanced composite armor used to protect a ship from physical damage. While expensive to produce, it is extremely strong.
Pic Num               := 29
Tonnage Space Taken   := 10
Tonnage Structure     := 180
Cost Minerals         := 320
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3291
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 5 damage per hit.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra Armored Structure I
Description           := Highly advanced and extremely expensive armor used to provide the utmost protection from physical damage.
Pic Num               := 193
Tonnage Space Taken   := 10
Tonnage Structure     := 210
Cost Minerals         := 640
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3292
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 6 damage per hit.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra Armored Structure II
Description           := Superlatively strong (and expensive) armor used to provide the utmost protection from physical damage.
Pic Num               := 193
Tonnage Space Taken   := 10
Tonnage Structure     := 240
Cost Minerals         := 1280
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3292
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 7 damage per hit.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armored Structure I
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 300
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 7 or less.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armored Structure II
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 325
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Emissive Armor
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 8 or less.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armored Structure III
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 20
Tonnage Structure     := 350
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Emissive Armor
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 9 or less.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor I
Description           := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate.
Pic Num               := 194
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 192
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor II
Description           := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate.
Pic Num               := 194
Tonnage Space Taken   := 10
Tonnage Structure     := 35
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 192
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor III
Description           := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate.
Pic Num               := 194
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 192
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor IV
Description           := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate.
Pic Num               := 194
Tonnage Space Taken   := 10
Tonnage Structure     := 45
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 192
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor V
Description           := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate.
Pic Num               := 194
Tonnage Space Taken   := 10
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 192
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ablative Armor VI
Description           := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate.
Pic Num               := 194
Tonnage Space Taken   := 10
Tonnage Structure     := 55
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 192
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Structure I
Description           := Organic structure used to provide protection from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 10
Tonnage Structure     := 40
Cost Minerals         := 0
Cost Organics         := 40
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 333
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Technology
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := None

Name                  := Organic Structure II
Description           := Organic structure used to provide protection from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 10
Tonnage Structure     := 60
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 333
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Technology
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := None

Name                  := Organic Structure III
Description           := Organic structure used to provide protection from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 10
Tonnage Structure     := 80
Cost Minerals         := 0
Cost Organics         := 80
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 333
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Armor
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := None

Name                  := Organic Structure IV
Description           := Organic structure used to provide protection from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 333
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Armor
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := None

Name                  := Organic Structure V
Description           := Organic structure used to provide protection from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 10
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 115
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 333
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Armor
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := None

Name                  := Organic Structure VI
Description           := Organic structure used to provide protection from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 10
Tonnage Structure     := 150
Cost Minerals         := 0
Cost Organics         := 130
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 333
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Armor
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := None

Name                  := Organic Armor I
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 20 points of damage per combat turn.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor II
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 125
Cost Minerals         := 0
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 25 points of damage per combat turn.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor III
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 150
Cost Minerals         := 0
Cost Organics         := 130
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 30 points of damage per combat turn.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor IV
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 175
Cost Minerals         := 0
Cost Organics         := 160
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 33 points of damage per combat turn.
Ability 2 Val 1       := 33
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor V
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 195
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 35 points of damage per combat turn.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor VI
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 210
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 36 points of damage per combat turn.
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor I
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 5 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor II
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 125
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor III
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 150
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Technology
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 15 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator I
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 50 shield points.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator II
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 100 shield points.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator III
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 150 shield points.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator IV
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 225 shield points.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator I
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 75 phased shield points.
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator II
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 150 phased shield points.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator V
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 300 shield points.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator III
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 225 phased shield points.
Ability 1 Val 1       := 225
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VI
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 350 shield points.
Ability 1 Val 1       := 350
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator IV
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 300 phased shield points.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VII
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 400 shield points.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Generator VIII
Description           := Generator which creates an energy field around a starship preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 450 shield points.
Ability 1 Val 1       := 450
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator V
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 375 phased shield points.
Ability 1 Val 1       := 375
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased - Shield Generator VI
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3011
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 400 phased shield points.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator I
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 5 shield points per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator II
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 10 shield points per turn.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator III
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 15 shield points per turn.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator IV
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 85
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 20 shield points per turn.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator V
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 25 shield points per turn.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator VI
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 30 shield points per turn.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator VII
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 35 shield points per turn.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator VIII
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 40 shield points per turn.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator IX
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 440
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 45 shield points per turn.
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator X
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 760
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 50 shield points per turn.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator XI
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 11
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 50 shield points per turn.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator XII
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 12
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 50 shield points per turn.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator I
Description           := Shield generator and regenerator combined in one unit.
Pic Num               := 32
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Shields
Family                := 3012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 175 shield points.
Ability 1 Val 1       := 175
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 7 shield points per turn.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator II
Description           := Shield generator and regenerator combined in one unit.
Pic Num               := 32
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Shields
Family                := 3012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 275 shield points.
Ability 1 Val 1       := 275
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 12 shield points per turn.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator III
Description           := Shield generator and regenerator combined in one unit.
Pic Num               := 32
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Shields
Family                := 3012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 375 shield points.
Ability 1 Val 1       := 375
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 17 shield points per turn.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator IV
Description           := Shield generator and regenerator combined in one unit.
Pic Num               := 32
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Shields
Family                := 3012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 420 shield points.
Ability 1 Val 1       := 420
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 22 shield points per turn.
Ability 2 Val 1       := 22
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Phased Shield Generator I
Description           := Phased shield generator and regenerator combined in one unit.
Pic Num               := 247
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Shields
Family                := 3013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 275 phased shield points.
Ability 1 Val 1       := 275
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 18 shield points per turn.
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Phased Shield Generator II
Description           := Phased shield generator and regenerator combined in one unit.
Pic Num               := 247
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Shields
Family                := 3013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 350 phased shield points.
Ability 1 Val 1       := 350
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 23 shield points per turn.
Ability 2 Val 1       := 23
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Phased Shield Generator III
Description           := Phased shield generator and regenerator combined in one unit.
Pic Num               := 247
Tonnage Space Taken   := 45
Tonnage Structure     := 45
Cost Minerals         := 1750
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Shields
Family                := 3013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Shield Regeneration
Tech Level Req 2      := 6
Number of Abilities   := 2
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates 380 phased shield points.
Ability 1 Val 1       := 380
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 26 shield points per turn.
Ability 2 Val 1       := 26
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Niche
Description           := Small area on a starship to store supplies.
Pic Num               := 285
Tonnage Space Taken   := 5
Tonnage Structure     := 1
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 116
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 125 units of supply.
Ability 1 Val 1       := 125
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Compartment
Description           := Small area on a starship to store supplies.
Pic Num               := 284
Tonnage Space Taken   := 10
Tonnage Structure     := 2
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 115
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 250 units of supply.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Storage I
Description           := Area on a starship to store supplies.
Pic Num               := 117
Tonnage Space Taken   := 20
Tonnage Structure     := 5
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 500 units of supply.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Storage II
Description           := Area on a starship to store supplies.
Pic Num               := 117
Tonnage Space Taken   := 20
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 650 units of supply.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Storage III
Description           := Area on a starship to store supplies.
Pic Num               := 117
Tonnage Space Taken   := 20
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 800 units of supply.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Storage IV
Description           := Area on a starship to store supplies.
Pic Num               := 117
Tonnage Space Taken   := 20
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 900 units of supply.
Ability 1 Val 1       := 900
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Supply Storage V
Description           := Area on a starship to store supplies.
Pic Num               := 117
Tonnage Space Taken   := 20
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 1000 units of supply.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Cargo-class component for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay I
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 30kT of cargo space.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay II
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay III
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 49kT of cargo space.
Ability 2 Val 1       := 49
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer I
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay one barrage minefield in space per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 1
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 100kT of cargo space.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer II
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 90
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay two barrage minefields in space per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 140kT of cargo space.
Ability 2 Val 1       := 140
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer III
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 120
Tonnage Structure     := 70
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay three barrage minefields in space per game turn.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 200kT of cargo space.
Ability 2 Val 1       := 200
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors Ia
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 11% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors Ib
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 12% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors Ic
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 13% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IIIa
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 22% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IIIb
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 24% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IIIc
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 12
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 26% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 26
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors Va
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 33% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors Vb
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 11
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 36% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 36
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors Vc
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 14
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 37% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 37
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VIIa
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VIIb
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 13
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM Ia
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 6% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM Ib
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM Ic
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 8% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM IIIa
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 6
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Sensors
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 17% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM IIIb
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Sensors
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 19% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 19
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM IIIc
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 12
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Tech Area Req 3       := Sensors
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 21% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 21
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM Va
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 8
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Sensors
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 28% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 28
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM Vb
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 11
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Sensors
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 31% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 31
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM Vc
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 14
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Tech Area Req 3       := Sensors
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 32% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 32
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM VIIa
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 10
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Sensors
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 35% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM VIIb
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 13
Tech Area Req 2       := Physics
Tech Level Req 2      := 3
Tech Area Req 3       := Sensors
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 35% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors I
Description           := Sensors which increase the chance to hit an enemy ship. 
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective). 
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors II
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 425
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors III
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IV
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 11
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors V
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 12
Tonnage Structure     := 10
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VI
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 13
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VII
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 675
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 39% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 39
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VIII
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 17
Tonnage Structure     := 10
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 43% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 43
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IX
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 19
Tonnage Structure     := 10
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 46% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 46
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors X
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 21
Tonnage Structure     := 10
Cost Minerals         := 950
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 49% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 49
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors XI
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 23
Tonnage Structure     := 10
Cost Minerals         := 1075
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 11
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 51% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 51
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors XII
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 25
Tonnage Structure     := 10
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 12
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 53% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 53
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors XIII
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 27
Tonnage Structure     := 10
Cost Minerals         := 1350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 13
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 13
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 54% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 54
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors XIV
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 14
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 14
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 55% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors XV
Description           := Sensors which increase the chance to hit an enemy ship.
Pic Num               := 12
Tonnage Space Taken   := 31
Tonnage Structure     := 10
Cost Minerals         := 1650
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 18
Roman Numeral         := 15
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 15
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 56% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 56
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center I
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all of a base's weapons.
Pic Num               := 12
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 218
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per base effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center II
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all of a base's weapons.
Pic Num               := 12
Tonnage Space Taken   := 125
Tonnage Structure     := 125
Cost Minerals         := 2750
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base 
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 218
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 50% attack bonus in combat (only 1 component per base effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center III
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all of a base's weapons.
Pic Num               := 12
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base 
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 218
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 60% attack bonus in combat (only 1 component per base effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center IV
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all of a base's weapons.
Pic Num               := 12
Tonnage Space Taken   := 175
Tonnage Structure     := 175
Cost Minerals         := 7000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base 
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 218
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 70% attack bonus in combat (only 1 component per base effective).
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center V
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all of a base's weapons.
Pic Num               := 12
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base 
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 218
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 12
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 80% attack bonus in combat (only 1 component per base effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center VI
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all of a base's weapons.
Pic Num               := 12
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 10000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Base 
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 218
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 15
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 88% attack bonus in combat (only 1 component per base effective).
Ability 1 Val 1       := 88
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center I
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all planet-to-space weapons.
Pic Num               := 12
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 118
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per planet effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center II
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all planet-to-space weapons.
Pic Num               := 12
Tonnage Space Taken   := 125
Tonnage Structure     := 125
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 118
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 50% attack bonus in combat (only 1 component per planet effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center III
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all planet-to-space weapons.
Pic Num               := 12
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 118
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 60% attack bonus in combat (only 1 component per planet effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center IV
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all planet-to-space weapons.
Pic Num               := 12
Tonnage Space Taken   := 175
Tonnage Structure     := 175
Cost Minerals         := 7000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 118
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 70% attack bonus in combat (only 1 component per planet effective).
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center V
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all planet-to-space weapons.
Pic Num               := 12
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 8000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 118
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 12
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 80% attack bonus in combat (only 1 component per planet effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fire Control Center VI
Description           := Large-scale sensor suite and fire control command center which increase the chance to hit targets for all planet-to-space weapons.
Pic Num               := 12
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 10000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 118
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 15
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 88% attack bonus in combat (only 1 component per planet effective).
Ability 1 Val 1       := 88
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 425
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM IV
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 11
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 4
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM V
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 12
Tonnage Structure     := 10
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM VI
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 13
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 6
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM VII
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 675
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 34% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 34
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM VIII
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 17
Tonnage Structure     := 10
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 8
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 38% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 38
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM IX
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 19
Tonnage Structure     := 10
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 41% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 41
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM X
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 21
Tonnage Structure     := 10
Cost Minerals         := 950
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 10
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 44% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 44
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM XI
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 23
Tonnage Structure     := 10
Cost Minerals         := 1075
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 11
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 46% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 46
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM XII
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 25
Tonnage Structure     := 10
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 12
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 48% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 48
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM XIII
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 27
Tonnage Structure     := 10
Cost Minerals         := 1350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 13
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 13
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 49% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 49
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM XIV
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 14
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 14
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 50% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM XV
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 31
Tonnage Structure     := 10
Cost Minerals         := 1650
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 19
Roman Numeral         := 15
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 15
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 51% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 51
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners I
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 1 sector away.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners II
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 2 sectors away.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners III
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 3 sectors away.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners IV
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 4 sectors away.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners V
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners VI
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sectors away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper I
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper II
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 90
Tonnage Structure     := 90
Cost Minerals         := 425
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper III
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper IV
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 475
Cost Organics         := 0
Cost Radioactives     := 275
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper V
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper VI
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 520
Cost Organics         := 0
Cost Radioactives     := 225
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper VII
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 535
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 barrage minefield per approach.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper VIII
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 2 barrage minefields per approach.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper IX
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 275
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 2 barrage minefields per approach.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper X
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minesweepers
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 2 barrage minefields per approach.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Counts as cargo for use on transport hulls.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay I
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 17
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 400
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay II
Description           := Medical bay which can cure level 2 plagues.
Pic Num               := 17
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 500
Cost Radioactives     := 35
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay III
Description           := Medical bay which can cure level 3 plagues.
Pic Num               := 17
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 600
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay IV
Description           := Medical bay which can cure level 4 plagues.
Pic Num               := 17
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 350
Cost Organics         := 700
Cost Radioactives     := 45
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay V
Description           := Medical bay which can cure level 5 plagues.
Pic Num               := 17
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 800
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod I
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 2
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 200 supply when used.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod II
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 2
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 300 supply when used.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod III
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 400 supply when used.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod IV
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 2
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 500 supply when used.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod V
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 3
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 750 supply when used.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod VI
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 4
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 1000 supply when used.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod VII
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2000 supply when used.
Ability 1 Val 1       := 2000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod VIII
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 15
Tonnage Structure     := 7
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 3000 supply when used.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod IX
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 4000 supply when used.
Ability 1 Val 1       := 4000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Resupply Pod X
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. 
Pic Num               := 35
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Supply
Family                := 24
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 11
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 5000 supply when used.
Ability 1 Val 1       := 5000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor I
Description           := Self-regenerating energy source.
Pic Num               := 37
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Reactors
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 15000 fuel between re-energizings.
Ability 1 Val 1       := 15000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor II
Description           := Self-regenerating energy source.
Pic Num               := 37
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Reactors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 20000 fuel between re-energizings.
Ability 1 Val 1       := 20000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor III
Description           := Self-regenerating energy source.
Pic Num               := 37
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 1400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Reactors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 25000 fuel between re-energizings.
Ability 1 Val 1       := 25000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor IV
Description           := Self-regenerating energy source.
Pic Num               := 37
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1600
Cost Organics         := 0
Cost Radioactives     := 1600
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Reactors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 30000 fuel between re-energizings.
Ability 1 Val 1       := 30000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor V
Description           := Self-regenerating energy source.
Pic Num               := 37
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 1800
Cost Organics         := 0
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Reactors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 35000 fuel between re-energizings.
Ability 1 Val 1       := 35000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor VI
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 25
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Quantum Reactors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Sensors I
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Tachyon Sensors II
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Tachyon Sensors III
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Self - Destruct Device
Description           := Computer controlled device which overloads a ship's engines and destroys the ship. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 84
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 28
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay I
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT worth of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay II
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 45kT worth of cargo space.
Ability 2 Val 1       := 45
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay III
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 49kT worth of cargo space.
Ability 2 Val 1       := 49
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Satellite
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Compact Repair Bay I
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 130
Tonnage Structure     := 130
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 1035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Compact Repair Bay II
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 110
Tonnage Structure     := 110
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 1035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Compact Repair Bay III
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 90
Tonnage Structure     := 90
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 1035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Compact Repair Bay IV
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 75
Tonnage Structure     := 75
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 1035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Compact Repair Bay V
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 1035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Compact Repair Bay VI
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 1035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay I
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay II
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 2 components per turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay III
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay IV
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 4 components per turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay V
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay VI
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 6 components per turn.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay VII
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 7 components per turn.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay VIII
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 8 components per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Considered cargo for design purposes.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Control Station
Description           := The main control center of a basic fighter not designed for extreme maneuvering.
Pic Num               := 1
Tonnage Space Taken   := 2
Tonnage Structure     := 1
Cost Minerals         := 30
Cost Organics         := 20
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A fighter control station.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Has a 10% attack penalty in combat.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Has a 20% defense penalty in combat.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Cockpit
Description           := The main control center of a fighter developed for extreme maneuvering.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 60
Cost Organics         := 50
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Elite Fighter Cockpit I
Description           := The main control center of a fighter. Elite cockpits include the best available equipment, and their crews are cherry-picked individuals given extreme amounts of expensive training.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 220
Cost Organics         := 300
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Elite Fighter Crews
Tech Level Req 1      := 1
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Has a 11% attack advantage in combat.
Ability 2 Val 1       := 11%
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Has a 5% defense advantage in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Elite Fighter Cockpit II
Description           := The main control center of a fighter. Elite cockpits include the best available equipment, and their crews are cherry-picked individuals given extreme amounts of expensive training.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 300
Cost Organics         := 400
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Elite Fighter Crews
Tech Level Req 1      := 2
Tech Area Req 2       := Fighters
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Has a 15% attack advantage in combat.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Has a 9% defense advantage in combat.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Elite Fighter Cockpit III
Description           := The main control center of a fighter. Elite cockpits include the best available equipment, and their crews are cherry-picked individuals given extreme amounts of expensive training.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 400
Cost Organics         := 500
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 500
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Elite Fighter Crews
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := A fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Has a 25% attack advantage in combat.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Has a 13% defense advantage in combat.
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Life Support
Description           := Mechanical means to generate a livable atmosphere within a fighter.
Pic Num               := 4
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hardenned Fighter Life Support
Description           := Mechanical means to generate a livable atmosphere within a fighter. Armored.
Pic Num               := 4
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 10
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 3
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Compact Fighter Life Support
Description           := Mechanical means to generate a livable atmosphere within a fighter. Advanced engineering provides these functions without the usual mass usage.
Pic Num               := 4
Tonnage Space Taken   := 0
Tonnage Structure     := 0
Cost Minerals         := 150
Cost Organics         := 10
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant I
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 4
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 25 units of supply.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant Ia
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 25 units of supply.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant II
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 25 units of supply.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant III
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 30 units of supply.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant IV
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 35 units of supply.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant V
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 40 units of supply.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant VI
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 45 units of supply.
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant VII
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 50 units of supply.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant VIII
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 55 units of supply.
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant IX
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 60 units of supply.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Power Plant X
Description           := The power and supply store of a fighter.
Pic Num               := 177
Tonnage Space Taken   := 1
Tonnage Structure     := 0
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 509
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Power Plants
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides 65 units of supply.
Ability 1 Val 1       := 65
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cockpit
Description           := The main control center of a mechanized troop.
Pic Num               := 271
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Vehicle Control
Family                := 502
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a troop cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Elite Troop Cockpit
Description           := The main control center of a mechanized troop, given the best equipment and an elite crew.
Pic Num               := 271
Tonnage Space Taken   := 1
Tonnage Structure     := 30
Cost Minerals         := 80
Cost Organics         := 300
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Vehicle Control
Family                := 502
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Elite Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a troop cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Has a 10% attack advantage in combat.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Has a 10% defense advantage in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster I x 1
Description           := Chemical thruster for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 2
Tonnage Structure     := 1
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 11
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard movement.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster I x 2
Description           := Chemical thrusters for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 22
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 12 standard movement.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster I x 3
Description           := Chemical thrusters for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 6
Tonnage Structure     := 3
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 33
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 18 standard movement.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster I x 4
Description           := Chemical thrusters for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 44
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 24 standard movement.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster II x 1
Description           := Chemical thruster for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 35
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 2% attack bonus in combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 2% defense bonus in combat.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster II x 2
Description           := Chemical thrusters for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 20
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 14 standard movement.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster II x 3
Description           := Chemical thrusters for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 30
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 21 standard movement.
Ability 1 Val 1       := 21
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 4% attack bonus in combat.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 4% defense bonus in combat.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster II x 4
Description           := Chemical thrusters for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 40
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 28 standard movement.
Ability 1 Val 1       := 28
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster III x 1
Description           := Chemical thrusters and maneuver system for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 9
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 9 standard movement.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster III x 2
Description           := Chemical thrusters and maneuver system for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 18
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 18 standard movement.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster III x 3
Description           := Chemical thrusters and maneuver system for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 27
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 27 standard movement.
Ability 1 Val 1       := 27
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 8% defense bonus in combat.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Chemical Thruster III x 4
Description           := Chemical thrusters and maneuver system for small fighter craft.
Pic Num               := 301
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 36
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighter Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 36 standard movement.
Ability 1 Val 1       := 36
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine I x 1
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 11
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 10 standard movement.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 4% attack bonus in combat.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 4% defense bonus in combat.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine I x 2
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 22
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 20 standard movement.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 8% defense bonus in combat.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine I x 3
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Fighter
Supply Amount Used    := 33
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 30 standard movement.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 12% attack bonus in combat.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 12% defense bonus in combat.
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine I x 4
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 44
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 40 standard movement.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine II x 1
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 35
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 11 standard movement.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 5% attack bonus in combat.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine II x 2
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 22 standard movement.
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine II x 3
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 30
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 33 standard movement.
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine II x 4
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 40
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 44 standard movement.
Ability 1 Val 1       := 44
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine III x 1
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 9
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 12 standard movement.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 7% attack bonus in combat.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 7% defense bonus in combat.
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine III x 2
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 24 standard movement.
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 13% attack bonus in combat.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 13% defense bonus in combat.
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine III x 3
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 45
Vehicle Type          := Fighter
Supply Amount Used    := 27
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 36 standard movement.
Ability 1 Val 1       := 36
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 19% attack bonus in combat.
Ability 2 Val 1       := 19
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 19% defense bonus in combat.
Ability 3 Val 1       := 19
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Ion Engine III x 4
Description           := Mini Ion Engine and maneuver system for small fighter craft.
Pic Num               := 132
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 36
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 48 standard movement.
Ability 1 Val 1       := 48
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 25% attack bonus in combat.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 25% defense bonus in combat.
Ability 3 Val 1       := 25
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Contra - Terrene Engine x 1
Description           := Mini anti-matter engine and maneuver system for small fighter craft.
Pic Num               := 133
Tonnage Space Taken   := 2
Tonnage Structure     := 1
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 6
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 6
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 14 standard movement.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 8% attack bonus in combat.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 8% defense bonus in combat.
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Contra - Terrene Engine x 2
Description           := Mini anti-matter engine and maneuver system for small fighter craft.
Pic Num               := 133
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 6
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 28 standard movement.
Ability 1 Val 1       := 28
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 15% attack bonus in combat.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Contra - Terrene Engine x 3
Description           := Mini anti-matter engine and maneuver system for small fighter craft.
Pic Num               := 133
Tonnage Space Taken   := 6
Tonnage Structure     := 3
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 18
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 6
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 42 standard movement.
Ability 1 Val 1       := 42
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 23% attack bonus in combat.
Ability 2 Val 1       := 23
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 23% defense bonus in combat.
Ability 3 Val 1       := 23
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Contra - Terrene Engine x 4
Description           := Mini anti-matter engine and maneuver system for small fighter craft.
Pic Num               := 133
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 24
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 6
Tech Area Req 3       := Anti-Matter Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 56 standard movement.
Ability 1 Val 1       := 56
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 30% defense bonus in combat.
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Jacketed Photon Engine x 1
Description           := Mini harnessed light drive engine and maneuver system for small fighter craft.
Pic Num               := 134
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 8
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 7
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 16 standard movement.
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 9% attack bonus in combat.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 9% defense bonus in combat.
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Jacketed Photon Engine x 2
Description           := Mini harnessed light drive engine and maneuver system for small fighter craft.
Pic Num               := 134
Tonnage Space Taken   := 3
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 16
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 7
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 32 standard movement.
Ability 1 Val 1       := 32
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 18% attack bonus in combat.
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 18% defense bonus in combat.
Ability 3 Val 1       := 18
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Jacketed Photon Engine x 3
Description           := Mini harnessed light drive engine and maneuver system for small fighter craft.
Pic Num               := 134
Tonnage Space Taken   := 4
Tonnage Structure     := 3
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 24
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 7
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 48 standard movement.
Ability 1 Val 1       := 48
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 27% attack bonus in combat.
Ability 2 Val 1       := 27
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 27% defense bonus in combat.
Ability 3 Val 1       := 27
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Jacketed Photon Engine x 4
Description           := Mini harnessed light drive engine and maneuver system for small fighter craft.
Pic Num               := 134
Tonnage Space Taken   := 5
Tonnage Structure     := 4
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Fighter
Supply Amount Used    := 32
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 7
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 64 standard movement.
Ability 1 Val 1       := 64
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 35% attack bonus in combat.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 35% defense bonus in combat.
Ability 3 Val 1       := 35
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Quantum Engine x 1
Description           := Mini quantum element engine and maneuver system for small fighter craft.
Pic Num               := 135
Tonnage Space Taken   := 2
Tonnage Structure     := 1
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 12
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 8
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 18 standard movement.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 10% attack bonus in combat.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Supply Storage
Ability 4 Descr       := Can store 5 units of supply.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Quantum Engine x 2
Description           := Mini quantum element engine and maneuver system for small fighter craft.
Pic Num               := 135
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 24
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 8
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 36 standard movement.
Ability 1 Val 1       := 36
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 20% attack bonus in combat.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 20% defense bonus in combat.
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Supply Storage
Ability 4 Descr       := Can store 10 units of supply.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Quantum Engine x 3
Description           := Mini quantum element engine and maneuver system for small fighter craft.
Pic Num               := 135
Tonnage Space Taken   := 6
Tonnage Structure     := 3
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 36
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 8
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 54 standard movement.
Ability 1 Val 1       := 54
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 30% attack bonus in combat.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 30% defense bonus in combat.
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0
Ability 4 Type        := Supply Storage
Ability 4 Descr       := Can store 15 units of supply.
Ability 4 Val 1       := 15
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Small Quantum Engine x 4
Description           := Mini quantum element engine and maneuver system for small fighter craft.
Pic Num               := 135
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Fighter
Supply Amount Used    := 48
Restrictions          := None
General Group         := Engines
Family                := 505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := Fighter Propulsion
Tech Level Req 2      := 8
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 72 standard movement.
Ability 1 Val 1       := 72
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 40% attack bonus in combat.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 40% defense bonus in combat.
Ability 3 Val 1       := 40
Ability 3 Val 2       := 0
Ability 4 Type        := Supply Storage
Ability 4 Descr       := Can store 20 units of supply.
Ability 4 Val 1       := 20
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Armored Fuselage I
Description           := Titanium armored fuselage which protects a fighter from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 9506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 1 or less.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armored Fuselage II
Description           := Titanium armored fuselage which protects a fighter from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 9506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 1 or less.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armored Fuselage III
Description           := Titanium armored fuselage which protects a fighter from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 9506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 1 or less.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armored Fuselage
Description           := Mini armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 2
Tonnage Structure     := 9
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 3506
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Emissive Armor
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 2 or less.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Deflector Shield Generator I
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 3
Tonnage Structure     := 1
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 507
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 3 shield points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 3% defense bonus in combat.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Deflector Shield Generator II
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 507
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Fighters
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 5 shield points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 5% defense bonus in combat.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Deflector Shield Generator III
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 507
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Fighters
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 7 shield points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 7% defense bonus in combat.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Deflector Shield Generator IV
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 507
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 9 shield points.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat.
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Deflector Shield Generator V
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 507
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Fighters
Tech Level Req 2      := 5
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 11 shield points.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 11% defense bonus in combat.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser I
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 2000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Closure
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser II
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 150
Tonnage Structure     := 100
Cost Minerals         := 55000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Closure
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser III
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 45000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Closure
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser IV
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 35000
Cost Organics         := 0
Cost Radioactives     := 14000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Closure
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator I
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 80 light years away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator Ia
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 50000
Cost Organics         := 0
Cost Radioactives     := 25000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 70 light years away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator Ib
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 40000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 60 light years away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator Ic
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 15000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator II
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1200
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator III
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 150 light years away.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator IV
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 75000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 2000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator V
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 2500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Point Creation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 250 light years away.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb I
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 10
Cost Minerals         := 40000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a tiny sized planet.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb II
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 200
Tonnage Structure     := 20
Cost Minerals         := 50000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a small sized planet.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb III
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 300
Tonnage Structure     := 30
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 40000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb IV
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 400
Tonnage Structure     := 40
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 50000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb V
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 500
Tonnage Structure     := 50
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 60000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 40000
Cost Organics         := 10000
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Creation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a Tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere II
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 50000
Cost Organics         := 12500
Cost Radioactives     := 25000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Creation
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create up to a small sized planet with a random atmosphere and type.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere III
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 300
Tonnage Structure     := 100
Cost Minerals         := 60000
Cost Organics         := 20000
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 2000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Creation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create up to a medium sized planet with a random atmosphere and type.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere IV
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 400
Tonnage Structure     := 100
Cost Minerals         := 80000
Cost Organics         := 30000
Cost Radioactives     := 40000
Vehicle Type          := Ship\Base
Supply Amount Used    := 4000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Creation
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create up to a large sized planet with a random atmosphere and type.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere V
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 500
Tonnage Structure     := 100
Cost Minerals         := 120000
Cost Organics         := 50000
Cost Radioactives     := 70000
Vehicle Type          := Ship\Base
Supply Amount Used    := 10000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planet Creation
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create up to a huge sized planet with a random atmosphere and type.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Destruction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 8000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Generation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Concussion Blaster I
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Concussion Blaster II
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 9000
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Beta Displacement Pulser I
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Beta Displacement Pulser II
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 10000
Cost Organics         := 1800
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Storm Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Basic Laser Beam I
Description           := A formative development of a laser beam weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Basic Laser Beam II
Description           := A more developed basic laser beam weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 22
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 19
Restrictions          := None
General Group         := Weapons
Family                := 2100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 19 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam I
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam II
Description           := Focused Energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 63
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam III
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam IV
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 88
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam V
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 30 25 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam VI
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 113
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 35 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam VII
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam VIII
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 138
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam IX
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 45 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam X
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 50 45 45 40 40 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam XI
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 11
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 55 55 50 50 45 45 40 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Laser Beam XII
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 295
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Beam Weapons
Tech Level Req 1      := 12
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 65 60 60 55 55 50 50 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Basic Pulse Laser I
Description           := A formative development of a laser pulse weapon.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 2102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Laser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -15 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -15
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Basic Pulse Laser II
Description           := A more developed basic laser pulse weapon.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Basic Laser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -12 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 19 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -12
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser I
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -10 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -10
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser II
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 36
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -9 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -9
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser III
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 52
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -8 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -8
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser IV
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 68
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -7 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -7
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser V
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 130
Cost Organics         := 0
Cost Radioactives     := 84
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -6 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -6
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser VI
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -5 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser VII
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -5 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Pulse Laser VIII
Description           := Laser pulse weapon. Concentrated bursts retain most of their energy to longer range than a beam laser, but the lack of a constant beam makes hitting more difficult.
Pic Num               := 296
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Laser Pulse Weapons
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := -5 to hit with.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Half Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster I
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -10 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 24 23 22 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -10
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster II
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -10 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 31 30 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -10
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster III
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -9 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 95
Cost Organics         := 0
Cost Radioactives     := 45
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 7
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 34 32 30 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -9
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster IV
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -8 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 105
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 38 37 36 34 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -8
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster V
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -7 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 55
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 42 41 39 38 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -7
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster VI
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -6 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 135
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 46 45 44 43 42 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -6
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster VII
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -5 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 48 46 45 44 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster VIII
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -5 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 54 52 50 48 46 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster IX
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -5 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 58 56 53 50 48 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Charged Particle Blaster X
Description           := Charged particle pulse weapon. Concentrated bursts retain most of their energy to longer range than a charged particle beam, but the lack of a constant beam makes hitting more difficult. -5 to hit.
Pic Num               := 294
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Charged Particle Blasters
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 62 59 56 53 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 35
Weapon Modifier       := -5
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Anti - Proton Beam I
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam II
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 37 33 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam III
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 47 43 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam IV
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 55 50 45 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam V
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 64 58 52 46 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam VI
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 74 68 62 56 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam VII
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 76 72 68 64 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam VIII
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 85 80 75 70 65 60 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam IX
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 95 90 85 80 75 70 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam X
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 110 104 98 92 87 81 75 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam XI
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 11
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 114 108 102 97 91 85 80 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Anti - Proton Beam XII
Description           := Focused anti-matter beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Proton Beams
Tech Level Req 1      := 12
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 130 124 118 112 107 101 95 90 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Meson Blaster I
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster II
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster III
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster IV
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster V
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster VI
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster VII
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 6
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Meson Blaster VIII
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 9
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Meson Blasters
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Capital Ship Missile I
Description           := Heavy duty missile with nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Capital Ship Missile II
Description           := Heavy duty missile with nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Capital Ship Missile III
Description           := Heavy duty missile with nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Capital Ship Missile IV
Description           := Heavy duty missile with nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 105 105 105 105 105 105 105 105 105 105 105 105 105 105 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 45

Name                  := Capital Ship Missile V
Description           := Heavy duty missile with nuclear warhead.
Pic Num               := 67
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Light Missile System I
Description           := Light missile system designed to maximize rate of fire.
Pic Num               := 99
Tonnage Space Taken   := 60
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 102
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 3

Name                  := Light Missile System II
Description           := Light missile system designed to maximize rate of fire.
Pic Num               := 99
Tonnage Space Taken   := 55
Tonnage Structure     := 40
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 8001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 102
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 4

Name                  := Light Missile System III
Description           := Light missile system designed to maximize rate of fire.
Pic Num               := 99
Tonnage Space Taken   := 50
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Weapons
Family                := 8001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 102
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 5

Name                  := Light Missile System IV
Description           := Light missile system designed to maximize rate of fire.
Pic Num               := 99
Tonnage Space Taken   := 45
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 11
Restrictions          := None
General Group         := Weapons
Family                := 8001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 102
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 5

Name                  := Light Missile System V
Description           := Light missile system designed to maximize rate of fire.
Pic Num               := 99
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 8001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 102
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 6

Name                  := Explosive Torpedo I
Description           := Launches torpedoes with explosive warheads.
Pic Num               := 299
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 37
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Explosive Torpedo II
Description           := Launches torpedoes with explosive warheads.
Pic Num               := 299
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 37
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Explosive Torpedo III
Description           := Launches torpedoes with explosive warheads.
Pic Num               := 299
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 37
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Explosive Torpedo IV
Description           := Launches torpedoes with explosive warheads.
Pic Num               := 299
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 37
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Explosive Torpedo V
Description           := Launches torpedoes with explosive warheads.
Pic Num               := 299
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 37
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo I
Description           := Highly charged quantum core projectile. Removed for now. Will reappear in Proportions 3.1.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 60
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo II
Description           := Highly charged quantum core projectile. Removed for now. Will reappear in Proportions 3.1.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 70
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo III
Description           := Highly charged quantum core projectile. Removed for now. Will reappear in Proportions 3.1.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 80
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 105 105 105 105 105 105 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo IV
Description           := Highly charged quantum core projectile. Removed for now. Will reappear in Proportions 3.1.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 90
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Quantum Torpedo V
Description           := Highly charged quantum core projectile. Removed for now. Will reappear in Proportions 3.1.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 100
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 135 135 135 135 135 135 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 4

Name                  := Plasma Missile I
Description           := Seeking plasma powered missile.
Pic Num               := 70
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Plasma Missile II
Description           := Seeking plasma powered missile.
Pic Num               := 70
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Plasma Missile III
Description           := Seeking plasma powered missile.
Pic Num               := 70
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 110 105 100 95 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Plasma Missile IV
Description           := Seeking plasma powered missile.
Pic Num               := 70
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 125 120 115 110 105 100 95 90 85 80 75 70 65 60 50 40 30 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 50

Name                  := Plasma Missile V
Description           := Seeking plasma powered missile.
Pic Num               := 70
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 150 145 140 135 130 125 120 115 110 105 100 95 90 85 80 70 60 50 40 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 60

Name                  := Self - Defense Cannons I
Description           := Point defense cannons for protecting just this ship from incoming seekers.
Pic Num               := 289
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Seekers, Drones
Weapon List Target Description := Seekers and Drones
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 0
Weapon Sound          := pointdef.wav
Weapon Family         := 307

Name                  := Self - Defense Cannons II
Description           := Point defense cannons for protecting just this ship from incoming seekers.
Pic Num               := 289
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Seekers, Drones
Weapon List Target Description := Seekers and Drones
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 0
Weapon Sound          := pointdef.wav
Weapon Family         := 307

Name                  := Self - Defense Cannons III
Description           := Point defense cannons for protecting just this ship from incoming seekers.
Pic Num               := 289
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Seekers, Drones
Weapon List Target Description := Seekers and Drones
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 0
Weapon Sound          := pointdef.wav
Weapon Family         := 307

Name                  := Self - Defense Cannons IV
Description           := Point defense cannons for protecting just this ship from incoming seekers.
Pic Num               := 289
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Seekers, Drones
Weapon List Target Description := Seekers and Drones
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 0
Weapon Sound          := pointdef.wav
Weapon Family         := 307

Name                  := Self - Defense Cannons V
Description           := Point defense cannons for protecting just this ship from incoming seekers.
Pic Num               := 289
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon List Target Override := Seekers, Drones
Weapon List Target Description := Seekers and Drones
Weapon Damage At Rng  := 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 0
Weapon Sound          := pointdef.wav
Weapon Family         := 307

Name                  := Point - Defense Cannons I
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. +25 to hit.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 1
Tech Area Req 2       := Point-Defense Cannons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 25
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Point - Defense Cannons II
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. +30 to hit.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 2
Tech Area Req 2       := Point-Defense Cannons
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 30
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Point - Defense Cannons III
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. +35 to hit.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 3
Tech Area Req 2       := Point-Defense Cannons
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 35
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Point - Defense Cannons IV
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. +38 to hit.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2008
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 38
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Point - Defense Cannons V
Description           := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. +40 to hit.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2008
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Cannons
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 40
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Point - Defense Beam I
Description           := Small mobile energy beam turrets which are used to target and destroy incoming fighters and seekers. +55 to hit.
Pic Num               := 290
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2307
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Beams
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 55
Weapon Sound          := meson_s.wav
Weapon Family         := 306

Name                  := Point - Defense Beam II
Description           := Small mobile energy beam turrets which are used to target and destroy incoming fighters and seekers. +60 to hit.
Pic Num               := 290
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2307
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Beams
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 12 12 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 60
Weapon Sound          := meson_s.wav
Weapon Family         := 306

Name                  := Point - Defense Beam III
Description           := Small mobile energy beam turrets which are used to target and destroy incoming fighters and seekers. +65 to hit.
Pic Num               := 290
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2307
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Beams
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 13 13 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 65
Weapon Sound          := meson_s.wav
Weapon Family         := 306

Name                  := Point - Defense Beam IV
Description           := Small mobile energy beam turrets which are used to target and destroy incoming fighters and seekers. +68 to hit.
Pic Num               := 290
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2307
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Beams
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 68
Weapon Sound          := meson_s.wav
Weapon Family         := 306

Name                  := Point - Defense Beam V
Description           := Small mobile energy beam turrets which are used to target and destroy incoming fighters and seekers. +70 to hit.
Pic Num               := 290
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2307
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point-Defense Beams
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 17 17 17 17 17 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 36
Weapon Modifier       := 70
Weapon Sound          := meson_s.wav
Weapon Family         := 306

Name                  := Plague Bomb I
Description           := Bomb used to infect planets with a level 1 plague.
Pic Num               := 71
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb II
Description           := Bomb used to infect planets with a level 2 plague.
Pic Num               := 71
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb III
Description           := Bomb used to infect planets with a level 3 plague.
Pic Num               := 71
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb IV
Description           := Bomb used to infect planets with a level 4 plague.
Pic Num               := 71
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Plague Bomb V
Description           := Bomb used to infect planets with a level 5 plague.
Pic Num               := 71
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Phased - Polaron Beam I
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam II
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam III
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam IV
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam V
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 275
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 20 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam VI
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 25 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam VII
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 30 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam VIII
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam IX
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam X
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 45 45 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam XI
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 11
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 11
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 50 50 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Phased - Polaron Beam XII
Description           := Multi-phasic energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 12
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Ripper Beam I
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7771
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam II
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7771
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam III
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7771
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Ripper Beam IV
Description           := Short range high intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 7771
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Incinerator Beam I
Description           := Medium range high intensity fusion beam. +10 to hit.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 7773
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 9

Name                  := Incinerator Beam II
Description           := Medium range high intensity fusion beam. +10 to hit.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 7773
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 117 117 117 117 117 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 9

Name                  := Incinerator Beam III
Description           := Medium range high intensity fusion beam. +10 to hit.
Pic Num               := 22
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 280
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 7773
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 142 142 142 142 142 142 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 10
Weapon Sound          := incnbeam.wav
Weapon Family         := 9

Name                  := Wave - Motion Gun I
Description           := Long range high intensity fusion beam. +30 to hit.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 320
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := wavegun.wav
Weapon Family         := 9

Name                  := Wave - Motion Gun II
Description           := Long range high intensity fusion beam. +30 to hit.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 360
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 157 157 157 157 157 157 157 157 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := wavegun.wav
Weapon Family         := 9

Name                  := Wave - Motion Gun III
Description           := Long range high intensity fusion beam. +30 to hit.
Pic Num               := 23
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 183 183 183 183 183 183 183 183 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := wavegun.wav
Weapon Family         := 9

Name                  := Tachyon Projection Cannon I
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon II
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon III
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon IV
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Projection Cannon V
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Ionic Disperser I
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disperser II
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disperser III
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disperser IV
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Disperser V
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Pulse Missile I
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Ionic Pulse Missile II
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 25

Name                  := Ionic Pulse Missile III
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Ionic Pulse Missile IV
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 35

Name                  := Ionic Pulse Missile V
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Engine Overloading Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Planetary Napalm I
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm II
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 60
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm III
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 90
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm IV
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Planetary Napalm V
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Small Tectonic Bomb (SP)
Description           := A bomb designed to cause tectonic imbalance on a continental scale. One hit on an unshielded planet will destroy an entire cultural center, or space port.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 10
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Weapons
Family                := 3016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 43
Weapon Modifier       := -50
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 16

Name                  := Small Tectonic Bomb (RD)
Description           := A bomb designed to cause tectonic imbalance on a continental scale. One hit on an unshielded planet will destroy an entire cultural center, or resupply depot.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 10
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Weapons
Family                := 3018
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tectonic Bombs
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 43
Weapon Modifier       := -50
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Neutron Bomb I
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb II
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb III
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb IV
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Neutron Bomb V
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Radiation Bomb I
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb II
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb III
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb IV
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Radiation Bomb V
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Smart Bomb I
Description           := A guided bomb which can bypass planetary shields.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Shields
Tech Level Req 3      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb II
Description           := A guided bomb which can bypass planetary shields.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Shields
Tech Level Req 3      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb III
Description           := A guided bomb which can bypass planetary shields.
Pic Num               := 93
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Shields
Tech Level Req 3      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Missile I
Description           := A cruise missile with a high-powered warhead that is specially-designed to bypass planetary shields.
Pic Num               := 94
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Shields
Tech Level Req 3      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 400 400 400 400 400 400 400 400 400 400 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 50

Name                  := Smart Missile II
Description           := A cruise missile with a high-powered warhead that is specially-designed to bypass planetary shields.
Pic Num               := 94
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 5
Tech Area Req 3       := Shields
Tech Level Req 3      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 600 600 600 600 600 600 600 600 600 600 600 600 600 600 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 65

Name                  := Smart Missile III
Description           := A cruise missile with a high-powered warhead that is specially-designed to bypass planetary shields.
Pic Num               := 94
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 7
Tech Area Req 3       := Shields
Tech Level Req 3      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 800 800 800 800 800 800 800 800 800 800 800 800 800 800 800 800 800 800 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 75

Name                  := Repulser Beam I
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam II
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Repulser Beam III
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Tractor Beam I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam II
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Tractor Beam III
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Graviton Hellbore I
Description           := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore II
Description           := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 13
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 55 40 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore III
Description           := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 75
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 16
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 95 80 65 50 35 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore IV
Description           := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 19
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 120 105 90 75 60 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Graviton Hellbore V
Description           := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 22
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wormhole Beam I
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam II
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Wormhole Beam III
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Warp Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Shield Depleter I
Description           := Gamma radiation beam which saps shields but does no other damage. -10 to hit.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -10
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter II
Description           := Gamma radiation beam which saps shields but does no other damage. -10 to hit.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -10
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter III
Description           := Gamma radiation beam which saps shields but does no other damage. -10 to hit.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -10
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter IV
Description           := Gamma radiation beam which saps shields but does no other damage. -10 to hit.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -10
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Depleter V
Description           := Gamma radiation beam which saps shields but does no other damage. -10 to hit.
Pic Num               := 47
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 375
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -10
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Disrupter I
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter II
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter III
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter IV
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1300
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 35 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Shield Disrupter V
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Boarding Parties I
Description           := Space marines trained in boarding enemy ships and taking them over, and the necessary associated equipment, including hull-breaching combat docking adapters, environmental suits for operating in alien environments, and special equipment for taking over alien equipment. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 20 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties II
Description           := Space marines trained in boarding enemy ships and taking them over, and the necessary associated equipment, including hull-breaching combat docking adapters, environmental suits for operating in alien environments, and special equipment for taking over alien equipment. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 40 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties III
Description           := Space marines trained in boarding enemy ships and taking them over, and the necessary associated equipment, including hull-breaching combat docking adapters, environmental suits for operating in alien environments, and special equipment for taking over alien equipment. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 60 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties IV
Description           := Space marines trained in boarding enemy ships and taking them over, and the necessary associated equipment, including hull-breaching combat docking adapters, environmental suits for operating in alien environments, and special equipment for taking over alien equipment. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 80 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties V
Description           := Space marines trained in boarding enemy ships and taking them over, and the necessary associated equipment, including hull-breaching combat docking adapters, environmental suits for operating in alien environments, and special equipment for taking over alien equipment. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 100 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station I
Description           := Defensive guards to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 60 guards to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station II
Description           := Defensive guards and installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 100 guards and defensive devices to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station III
Description           := Defensive guards and installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 140 guards and defensive devices to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station IV
Description           := Defensive guards and installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 180 guards and defensive devices to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station V
Description           := Defensive guards and installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 220 guards and defensive devices to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Platoon
Description           := Defensive guards to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 3025
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 28 guards to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Squad
Description           := Defensive guards to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 4025
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 12 guards to fend off attacking space marines (all stations on ship will be used for defense). They are not equipped to invade and capture alien ships.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Warhead I
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead II
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead III
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead IV
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead V
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead VI
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead VII
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead VIII
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead IX
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 210
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Mine Warhead X
Description           := Large warhead and fragmentation casing, detonated as part of a barrage minefield.
Pic Num               := 185
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Depleted Uranium Cannon I
Description           := Medium range cannon which fires large depleted uranium shells. -15 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -15
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Depleted Uranium Cannon II
Description           := Medium range cannon which fires large depleted uranium shells. -14 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 23 23 23 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -14
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Depleted Uranium Cannon III
Description           := Medium range cannon which fires large depleted uranium shells. -13 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -13
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Depleted Uranium Cannon IV
Description           := Medium range cannon which fires large depleted uranium shells. -12 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -12
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Depleted Uranium Cannon V
Description           := Medium range cannon which fires large depleted uranium shells. -11 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -11
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Depleted Uranium Cannon VI
Description           := Medium range cannon which fires large depleted uranium shells. -10 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 38 38 38 38 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -10
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Depleted Uranium Cannon VII
Description           := Medium range cannon which fires large depleted uranium shells. -9 to hit with.
Pic Num               := 98
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2027
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -9
Weapon Sound          := uranc.wav
Weapon Family         := 25

Name                  := Plasma Charge I
Description           := Ball of condensed high-energy plasma hurled into space. -7 to hit with.
Pic Num               := 257
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2028
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -7
Weapon Sound          := plaschrg.wav
Weapon Family         := 26

Name                  := Plasma Charge II
Description           := Ball of condensed high-energy plasma hurled into space. -7 to hit with.
Pic Num               := 257
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2028
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -7
Weapon Sound          := plaschrg.wav
Weapon Family         := 26

Name                  := Plasma Charge III
Description           := Ball of condensed high-energy plasma hurled into space. -7 to hit with.
Pic Num               := 257
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2028
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 25 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -7
Weapon Sound          := plaschrg.wav
Weapon Family         := 26

Name                  := Plasma Charge IV
Description           := Ball of condensed high-energy plasma hurled into space. -7 to hit with.
Pic Num               := 257
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2028
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 30 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -7
Weapon Sound          := plaschrg.wav
Weapon Family         := 26

Name                  := Plasma Charge V
Description           := Ball of condensed high-energy plasma hurled into space. -7 to hit with.
Pic Num               := 257
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2028
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -7
Weapon Sound          := plaschrg.wav
Weapon Family         := 26

Name                  := Hyper - Plasma Bolt I
Description           := Ball of condensed high-energy plasma hurled into space. -4 to hit with.
Pic Num               := 272
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 30 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -4
Weapon Sound          := hyp_plas.wav
Weapon Family         := 26

Name                  := Hyper - Plasma Bolt II
Description           := Ball of condensed high-energy plasma hurled into space. -4 to hit with.
Pic Num               := 272
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 450
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2029
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 30 30 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -4
Weapon Sound          := hyp_plas.wav
Weapon Family         := 26

Name                  := Hyper - Plasma Bolt III
Description           := Ball of condensed high-energy plasma hurled into space. -4 to hit with.
Pic Num               := 272
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2029
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 35 35 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -4
Weapon Sound          := hyp_plas.wav
Weapon Family         := 26

Name                  := Hyper - Plasma Bolt IV
Description           := Ball of condensed high-energy plasma hurled into space. -4 to hit with.
Pic Num               := 272
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 550
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2029
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 40 35 35 35 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -4
Weapon Sound          := hyp_plas.wav
Weapon Family         := 26

Name                  := Hyper - Plasma Bolt V
Description           := Ball of condensed high-energy plasma hurled into space. -4 to hit with.
Pic Num               := 272
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2029
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 45 40 40 40 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -4
Weapon Sound          := hyp_plas.wav
Weapon Family         := 26

Name                  := Electric Discharge I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 27

Name                  := Electric Discharge II
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 240
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 27

Name                  := Electric Discharge III
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 280
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 27

Name                  := Lightning Ray I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 320
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 27

Name                  := Lightning Ray II
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 360
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 27

Name                  := Lightning Ray III
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 27

Name                  := Seeking Parasite I
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Seeking Parasite II
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 70 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 35

Name                  := Seeking Parasite III
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Seeking Parasite IV
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 600
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 45

Name                  := Seeking Parasite V
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 700
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Acid Globule I
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule II
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 230
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule III
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 260
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule IV
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 290
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Acid Globule V
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 320
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule I
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 350
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2034
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule II
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 380
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2034
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule III
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 410
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2034
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule IV
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 440
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2034
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule V
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 470
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2034
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -6 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -6
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -5 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -5
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 130
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 170
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 28 28 28 28 28 28 28 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 36 36 36 36 36 36 36 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon VIII
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon IX
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 42 42 42 42 42 42 42 42 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := Shard Cannon X
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -4 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -4
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold. +30 to hit with.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier II
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold. +30 to hit with.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier III
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold. +30 to hit with.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier IV
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold. +30 to hit with.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 11
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 130 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := High - Energy Magnifier V
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold. +30 to hit with.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 12
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst IV
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Time Distortion Burst V
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter II
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter III
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 29 27 23 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 230
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 39 37 33 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 49 47 43 38 32 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector IV
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 290
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 59 57 53 48 42 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Telekinetic Projector V
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 320
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 69 67 63 58 52 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 35

Name                  := Mental Flailer II
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 340
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 35

Name                  := Mental Flailer III
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 380
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 35

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 3041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 9135

Name                  := Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 3041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 9135

Name                  := Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 3041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 70 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 9135

Name                  := Cobalt Warhead I
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 10
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Counts as cargo for use on transport hulls.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead II
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 10
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Counts as cargo for use on transport hulls.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Cobalt Warhead III
Description           := Large warhead which will explode if your ship rams another ship.
Pic Num               := 185
Tonnage Space Taken   := 50
Tonnage Structure     := 10
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Counts as cargo for use on transport hulls.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := cobaltw.wav
Weapon Family         := 36

Name                  := Small Anti - Proton Beam I
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 139
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2500
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 100

Name                  := Small Anti - Proton Beam II
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 139
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2500
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 100

Name                  := Small Anti - Proton Beam III
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 139
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 2500
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 6 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 100

Name                  := Small Depleted Uranium Cannon I
Description           := Short range cannon which fires large depleted uranium shells. -10 to hit with.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2501
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -10
Weapon Sound          := uranc_s.wav
Weapon Family         := 101

Name                  := Small Depleted Uranium Cannon II
Description           := Short range cannon which fires large depleted uranium shells. -10 to hit with.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2501
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -10
Weapon Sound          := uranc_s.wav
Weapon Family         := 101

Name                  := Small Depleted Uranium Cannon III
Description           := Short range cannon which fires large depleted uranium shells. -10 to hit with.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2501
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -10
Weapon Sound          := uranc_s.wav
Weapon Family         := 101

Name                  := Small Depleted Uranium Cannon IV
Description           := Short range cannon which fires large depleted uranium shells. -10 to hit with.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2501
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -10
Weapon Sound          := uranc_s.wav
Weapon Family         := 101

Name                  := Small Depleted Uranium Cannon V
Description           := Short range cannon which fires large depleted uranium shells. -10 to hit with.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2501
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -10
Weapon Sound          := uranc_s.wav
Weapon Family         := 101

Name                  := Nebulae Graviton Emitter
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 60000
Cost Organics         := 10000
Cost Radioactives     := 60000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebula Dispersal
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Meson Blaster I
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts. +2 to hit.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2502
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 2
Weapon Sound          := meson_s.wav
Weapon Family         := 1102

Name                  := Small Meson Blaster II
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts. +3 to hit.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2502
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 3
Weapon Sound          := meson_s.wav
Weapon Family         := 1102

Name                  := Small Meson Blaster III
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts. +4 to hit.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2502
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 4
Weapon Sound          := meson_s.wav
Weapon Family         := 1102

Name                  := Small Meson Blaster IV
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts. +4 to hit.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2502
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 4
Weapon Sound          := meson_s.wav
Weapon Family         := 1102

Name                  := Small Meson Blaster V
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts. +4 to hit.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2502
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 4
Weapon Sound          := meson_s.wav
Weapon Family         := 1102

Name                  := Small Phased - Polaron Beam I
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2503
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 103

Name                  := Small Phased - Polaron Beam II
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 55
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 2503
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 103

Name                  := Small Phased - Polaron Beam III
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2503
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 103

Name                  := Small Phased - Polaron Beam IV
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 65
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2503
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 103

Name                  := Small Phased - Polaron Beam V
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2503
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 103

Name                  := Small Phased - Polaron Beam VI
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 35
Vehicle Type          := Fighter
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2503
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 103

Name                  := Small Incinerator Beam I
Description           := Short range high intensity fusion beam. -10 to hit with.
Pic Num               := 143
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 2504
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := -10
Weapon Sound          := incn_s.wav
Weapon Family         := 104

Name                  := Small Incinerator Beam II
Description           := Short range high intensity fusion beam. -10 to hit with.
Pic Num               := 143
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2504
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := -10
Weapon Sound          := incn_s.wav
Weapon Family         := 104

Name                  := Small Incinerator Beam III
Description           := Short range high intensity fusion beam. -10 to hit with.
Pic Num               := 143
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2504
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := -10
Weapon Sound          := incn_s.wav
Weapon Family         := 104

Name                  := Small Anti - Matter Torpedo I
Description           := Highly charged anti-matter projectile. -50 to hit with.
Pic Num               := 157
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := -50
Weapon Sound          := amtorp_s.wav
Weapon Family         := 105

Name                  := Small Anti - Matter Torpedo II
Description           := Highly charged anti-matter projectile. -50 to hit with.
Pic Num               := 157
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 48 48 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := -50
Weapon Sound          := amtorp_s.wav
Weapon Family         := 105

Name                  := Small Anti - Matter Torpedo III
Description           := Highly charged anti-matter projectile. -50 to hit with.
Pic Num               := 157
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 67 67 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 6
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := -50
Weapon Sound          := amtorp_s.wav
Weapon Family         := 105

Name                  := Kamikaze Warhead I
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead II
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead III
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead IV
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead V
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 8
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead VI
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 175
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 9
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 110 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Kamikaze Warhead VII
Description           := Large warhead which will explode if your fighter rams another ship.
Pic Num               := 174
Tonnage Space Taken   := 8
Tonnage Structure     := 1
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 2506
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 10
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := kamiw.wav
Weapon Family         := 106

Name                  := Small Cluster Bomb I
Description           := Burning plasma bomb which is dropped on planets.
Pic Num               := 162
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2507
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := cluster.wav
Weapon Family         := 107

Name                  := Small Cluster Bomb II
Description           := Burning plasma bomb which is dropped on planets.
Pic Num               := 162
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2507
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := cluster.wav
Weapon Family         := 107

Name                  := Small Cluster Bomb III
Description           := Burning plasma bomb which is dropped on planets.
Pic Num               := 162
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2507
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Planetary Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := cluster.wav
Weapon Family         := 107

Name                  := Small Rocket Pods I
Description           := Small missiles used against ships and bases. -25 to hit with.
Pic Num               := 156
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -25
Weapon Sound          := rockpods.wav
Weapon Family         := 108

Name                  := Small Rocket Pods II
Description           := Small missiles used against ships and bases. -25 to hit with.
Pic Num               := 156
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 180
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -25
Weapon Sound          := rockpods.wav
Weapon Family         := 108

Name                  := Small Rocket Pods III
Description           := Small missiles used against ships and bases. -25 to hit with.
Pic Num               := 156
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 65
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2508
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -25
Weapon Sound          := rockpods.wav
Weapon Family         := 108

Name                  := Small Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -10 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2509
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -10
Weapon Sound          := shardc_s.wav
Weapon Family         := 109

Name                  := Small Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -10 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 45
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2509
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -10
Weapon Sound          := shardc_s.wav
Weapon Family         := 109

Name                  := Small Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -10 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2509
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -10
Weapon Sound          := shardc_s.wav
Weapon Family         := 109

Name                  := Small Shard Cannon IV
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -10 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2509
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -10
Weapon Sound          := shardc_s.wav
Weapon Family         := 109

Name                  := Small Shard Cannon V
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -10 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2509
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -10
Weapon Sound          := shardc_s.wav
Weapon Family         := 109

Name                  := Small Shard Cannon VI
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor. -10 to hit with.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2509
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := -10
Weapon Sound          := shardc_s.wav
Weapon Family         := 109

Name                  := Small Electric Discharge I
Description           := Intense discharge of electricity focused at a target. -18 to hit with.
Pic Num               := 256
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 3510
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := -18
Weapon Sound          := elec_ds.wav
Weapon Family         := 110

Name                  := Small Electric Discharge II
Description           := Intense discharge of electricity focused at a target. -16 to hit with.
Pic Num               := 256
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 3510
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := -16
Weapon Sound          := elec_ds.wav
Weapon Family         := 110

Name                  := Small Electric Discharge III
Description           := Intense discharge of electricity focused at a target. -14 to hit with.
Pic Num               := 256
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 90
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 3510
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := -14
Weapon Sound          := elec_ds.wav
Weapon Family         := 110

Name                  := Small Acid Globule I
Description           := Cohesive ball of super-corrosive acid. -32 to hit with.
Pic Num               := 260
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 20
Cost Organics         := 80
Cost Radioactives     := 8
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 3511
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := -32
Weapon Sound          := acglob_s.wav
Weapon Family         := 111

Name                  := Small Acid Globule II
Description           := Cohesive ball of super-corrosive acid. -28 to hit with.
Pic Num               := 260
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 20
Cost Organics         := 128
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 3511
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := -28
Weapon Sound          := acglob_s.wav
Weapon Family         := 111

Name                  := Small Acid Globule III
Description           := Cohesive ball of super-corrosive acid. -24 to hit with.
Pic Num               := 260
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 20
Cost Organics         := 220
Cost Radioactives     := 24
Vehicle Type          := Fighter
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 3511
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 18 18 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := -24
Weapon Sound          := acglob_s.wav
Weapon Family         := 111

Name                  := Small Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2512
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 112

Name                  := Small Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2512
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 112

Name                  := Small Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 480
Cost Organics         := 0
Cost Radioactives     := 320
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2512
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 112

Name                  := Small Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target. -16 to hit.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2513
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -16
Weapon Sound          := telek_s.wav
Weapon Family         := 113

Name                  := Small Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target. -16 to hit.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 2513
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 5 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -16
Weapon Sound          := telek_s.wav
Weapon Family         := 113

Name                  := Small Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target. -16 to hit.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 4
Restrictions          := None
General Group         := Weapons
Family                := 2513
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 9 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := -16
Weapon Sound          := telek_s.wav
Weapon Family         := 113

Name                  := Small Graviton Beam I
Description           := Intense gravitational beam fired at enemy ships causing them to rip apart. -36 to hit.
Pic Num               := 149
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 2514
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 15 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := -36
Weapon Sound          := gravhe_s.wav
Weapon Family         := 114

Name                  := Small Graviton Beam II
Description           := Intense gravitational beam fired at enemy ships causing them to rip apart. -36 to hit.
Pic Num               := 149
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 22
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 2514
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 22 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := -36
Weapon Sound          := gravhe_s.wav
Weapon Family         := 114

Name                  := Small Graviton Beam III
Description           := Intense gravitational beam fired at enemy ships causing them to rip apart. -36 to hit.
Pic Num               := 149
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 2514
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 29 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := -36
Weapon Sound          := gravhe_s.wav
Weapon Family         := 114

Name                  := Small Shield Depleter I
Description           := Gamma radiation beam which saps shields but does no other damage. -20 to hit with.
Pic Num               := 151
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Fighter
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2515
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shldde_s.wav
Weapon Family         := 115

Name                  := Small Shield Depleter II
Description           := Gamma radiation beam which saps shields but does no other damage. -20 to hit with.
Pic Num               := 151
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2515
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shldde_s.wav
Weapon Family         := 115

Name                  := Small Shield Depleter III
Description           := Gamma radiation beam which saps shields but does no other damage. -20 to hit with.
Pic Num               := 151
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Fighter
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2515
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Damaging Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shldde_s.wav
Weapon Family         := 115

Name                  := Small Combat Sensors I
Description           := Sensors which increase the chance for an entire unit group to hit targets.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors II
Description           := Sensors which increase the chance for an entire unit group to hit targets.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors III
Description           := Sensors which increase the chance for an entire unit group to hit targets.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors IV
Description           := Sensors which increase the chance for an entire unit group to hit targets.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors V
Description           := Sensors which increase the chance for an entire unit group to hit targets.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Combat Sensors VI
Description           := Sensors which increase the chance for an entire unit group to hit targets.
Pic Num               := 237
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2516
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 11
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Ancient Ruins
Ability 2 Descr       :=  
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM I
Description           := Electromagnetic Counter Measures. Makes an entire unit group harder to hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM II
Description           := Electromagnetic Counter Measures. Makes an entire unit group harder to hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM III
Description           := Electromagnetic Counter Measures. Makes an entire unit group harder to hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 5
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM IV
Description           := Electromagnetic Counter Measures. Makes an entire unit group harder to hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 7
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM V
Description           := Electromagnetic Counter Measures. Makes an entire unit group harder to hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 9
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 25% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small ECM VI
Description           := Electromagnetic Counter Measures. Makes an entire unit group harder to hit by enemies.
Pic Num               := 100
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ftr\Trp
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 2517
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 11
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Planet - Change Ground Defense
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Afterburners I
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 80
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Tech Area Req 3       := Fighter Propulsion
Tech Level Req 3      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Afterburners II
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Fighter Propulsion
Tech Level Req 3      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 8% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Afterburners III
Description           := Provides additional movement for a fighter during combat.
Pic Num               := 188
Tonnage Space Taken   := 2
Tonnage Structure     := 0
Cost Minerals         := 260
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 2518
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 9
Tech Area Req 2       := Fighters
Tech Level Req 2      := 3
Tech Area Req 3       := Fighter Propulsion
Tech Level Req 3      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat Movement
Ability 1 Descr       := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1009
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nebulae Creation
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam I
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 80000
Cost Organics         := 10000
Cost Radioactives     := 80000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam II
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 60000
Cost Organics         := 9000
Cost Radioactives     := 70000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam I
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 100000
Cost Organics         := 20000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam II
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 90000
Cost Organics         := 20000
Cost Radioactives     := 95000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam III
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 80000
Cost Organics         := 20000
Cost Radioactives     := 90000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Black Hole Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Massive Ionic Disperser
Description           := Anti-ionic beam which disrupts all engine operation and burns them out. -10 to hit.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 3044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 500 500 500 500 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 30
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := -10
Weapon Sound          := iondispm.wav
Weapon Family         := 938

Name                  := Computer Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2052
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computer Combat
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus II
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2052
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computer Combat
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Computer Virus III
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 167
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2052
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computer Combat
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Hyper Optics I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Military Science
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Hyper Optics II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Military Science
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Hyper Optics III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Military Science
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Psychic Receptors I
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 2.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Psychic Receptors II
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 3.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Receptors III
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 38
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 4.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Gravitic Sensors I
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 2.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Gravitic Sensors II
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 3.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Gravitic Sensors III
Description           := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 40
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gravitational Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 4.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Solar Collector I
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 25 supplies for each star in a system per turn.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector II
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 45 supplies for each star in a system per turn.
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector III
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 3
Tech Area Req 2       := Stellar Harnessing
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 60 supplies for each star in a system per turn.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector IV
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 70 supplies for each star in a system per turn.
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Collector V
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 75 supplies for each star in a system per turn.
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail I
Description           := Uses solar winds to generate extra movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 10 supplies for each star in a system per turn.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Stores up to 50 supplies.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail II
Description           := Uses solar winds to generate extra movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard movement points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 15 supplies for each star in a system per turn.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Stores up to 75 supplies.
Ability 3 Val 1       := 75
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Solar Sail III
Description           := Uses solar winds to generate extra movement for a ship.
Pic Num               := 129
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Engines
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Harnessing
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 9 standard movement points.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 20 supplies for each star in a system per turn.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Stores up to 100 supplies.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Small Arms I
Description           := Basic, hand-portable anti-personnel weapons. +5 to hit.
Pic Num               := 302
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3519
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0	
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 10% attack bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 30% defense bonus in combat.
Ability 4 Val 1       := 30
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 5
Weapon Sound          := groundc.wav
Weapon Family         := 3116

Name                  := Small Arms II
Description           := Hand-portable anti-personnel weapons. +10 to hit.
Pic Num               := 303
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3519
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0		
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 10% attack bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 30% defense bonus in combat.
Ability 4 Val 1       := 30
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 10
Weapon Sound          := groundc.wav
Weapon Family         := 3116

Name                  := Small Arms III
Description           := Hand-portable anti-personnel weapons. +15 to hit.
Pic Num               := 303
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3519
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0	
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 10% attack bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 30% defense bonus in combat.
Ability 4 Val 1       := 30
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 15
Weapon Sound          := groundc.wav
Weapon Family         := 3116

Name                  := Small Arms IV
Description           := Hand-portable anti-personnel weapons. +20 to hit.
Pic Num               := 303
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3519
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0		
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 10% attack bonus in combat.
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 30% defense bonus in combat.
Ability 4 Val 1       := 30
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 20
Weapon Sound          := groundc.wav
Weapon Family         := 3116

Name                  := Heavy Infantry Weapons I
Description           := Heavy hand-portable weapons.
Pic Num               := 78
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3520
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0	
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 5% attack bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 10% defense bonus in combat.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 3117

Name                  := Heavy Infantry Weapons II
Description           := Heavy hand-portable weapons.
Pic Num               := 78
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3520
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0		
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 5% attack bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 10% defense bonus in combat.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 3117

Name                  := Heavy Infantry Weapons III
Description           := Heavy hand-portable weapons.
Pic Num               := 78
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3520
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0		
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 5% attack bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 10% defense bonus in combat.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 3117

Name                  := Heavy Infantry Weapons IV
Description           := Heavy hand-portable weapons.
Pic Num               := 78
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 3520
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0		
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Gives a 5% attack bonus in combat.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0	
Ability 4 Type        := Combat To Hit Defense Plus
Ability 4 Descr       := Gives a 10% defense bonus in combat.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 3117

Name                  := Ground Cannon I
Description           := Large cannon used to suppress ground targets. 
Pic Num               := 153
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2519
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 116

Name                  := Ground Cannon II
Description           := Large cannon used to suppress ground targets. 
Pic Num               := 153
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2519
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 116

Name                  := Ground Cannon III
Description           := Large cannon used to suppress ground targets. 
Pic Num               := 153
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2519
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := groundc.wav
Weapon Family         := 116

Name                  := Null - Space Projector I
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector II
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector III
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector IV
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Null - Space Projector V
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Null-Space Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Religious Talisman I
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 300
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat. 
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Religious Talisman II
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 55
Tonnage Structure     := 55
Cost Minerals         := 500
Cost Organics         := 500
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat. 
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Religious Talisman III
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 700
Cost Organics         := 700
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat. 
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Religious Talisman IV
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 900
Cost Organics         := 900
Cost Radioactives     := 900
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat. 
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Religious Talisman V
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 75
Tonnage Structure     := 75
Cost Minerals         := 1200
Cost Organics         := 1200
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 50% attack bonus in combat. 
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Religious Talisman VI
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 2500
Cost Radioactives     := 2500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Weapons Always Hit
Ability 1 Descr       := Direct-fire weapons fired from this vehicle will always hit their target.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Religious Talisman VII
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 3300
Cost Organics         := 3300
Cost Radioactives     := 3300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Weapons Always Hit
Ability 1 Descr       := Direct-fire weapons fired from this vehicle will always hit their target.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Sector - Sensor Interference
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ring World Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ring world. 
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 500
Cost Minerals         := 50000
Cost Organics         := 50000
Cost Radioactives     := 50000
Vehicle Type          := Ship\Base
Supply Amount Used    := 80000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Architecture
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star. 
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 100000kT of Gravity Plating present at location. 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 100000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 100000kT of Hyper-Dense Cables present at location. 
Ability 3 Val 1       := 2
Ability 3 Val 2       := 100000
Weapon Type           := None

Name                  := Sphere World Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world. 
Pic Num               := 178
Tonnage Space Taken   := 3000
Tonnage Structure     := 500
Cost Minerals         := 75000
Cost Organics         := 75000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 300000
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Architecture
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star. 
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 2 MT of Gravity Plating present at location. 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 2000000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 1 MT of Hyper-Dense Cables present at location. 
Ability 3 Val 1       := 2
Ability 3 Val 2       := 1000000
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction. 
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 10000
Cost Organics         := 10000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1052
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Architecture
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction. 
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 10000
Cost Organics         := 10000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Universe Manipulation
Family                := 1053
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Architecture
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := None

Name                  := Crystalline Torpedo I
Description           := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num               := 261
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo II
Description           := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num               := 261
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo III
Description           := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num               := 261
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo IV
Description           := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num               := 261
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Crystalline Torpedo V
Description           := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num               := 261
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 40

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener II
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Energy Dampener III
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator II
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator III
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator IV
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Shield Accelerator V
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 244
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon. +10 to hit.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon II
Description           := Polarized tachyon particles fired towards a target by a temporal cannon. +10 to hit.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon III
Description           := Polarized tachyon particles fired towards a target by a temporal cannon. +10 to hit.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon IV
Description           := Polarized tachyon particles fired towards a target by a temporal cannon. +10 to hit.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Tachyon Cannon V
Description           := Polarized tachyon particles fired towards a target by a temporal cannon. +10 to hit.
Pic Num               := 126
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 160 160 160 160 160 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. +20 to hit.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator II
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. +20 to hit.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 160 160 160 160 160 160 160 160 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator III
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. +20 to hit.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 190 190 190 190 190 190 190 190 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator IV
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. +20 to hit.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator V
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. +20 to hit.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 210 210 210 210 210 210 210 210 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Mental Singularity Generator VI
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target. +20 to hit.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 650
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 220 220 220 220 220 220 220 220 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Anti - Ship Warhead I
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead II
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead III
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead IV
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead V
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead VI
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead VII
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead VIII
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead IX
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 9
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 900 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Ship Warhead X
Description           := Large warhead which will explode when a drone hits an enemy ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 950
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4002
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships
Weapon Damage At Rng  := 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 50

Name                  := Anti - Planet Warhead I
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 400.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead II
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 500.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead III
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 600.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead IV
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 700.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead V
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 800.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 800 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead VI
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 900.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 900 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead VII
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1000.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead VIII
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1100.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead IX
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1200.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 9
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead X
Description           := Large plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1300.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 650
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead VIIIA
Description           := Large improved plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1300.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 8
Tech Area Req 3       := Planetary Weapons
Tech Level Req 3      := 8
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead IXA
Description           := Large improved plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1500.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 9
Tech Area Req 3       := Planetary Weapons
Tech Level Req 3      := 9
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Anti - Planet Warhead XA
Description           := Large improved plasma warhead which will cause massive damage when a drone hits an enemy planet. Basic damage 1700.
Pic Num               := 36
Tonnage Space Taken   := 20
Tonnage Structure     := 50
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 4003
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 10
Tech Area Req 3       := Planetary Weapons
Tech Level Req 3      := 10
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Planets
Weapon Damage At Rng  := 1700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 51

Name                  := Rock Colony I
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 1500
Tonnage Structure     := 200
Cost Minerals         := 3500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonizers
Tech Level Req 1      := 10
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1000kT worth of cargo space.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Resource Generation - Organics
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colony Prototype
Description           := A prototype for a colony on a rock planet. Sadly, it is not possible to actually deploy this stage of technology into space. That requires another year of time-consuming but straightforward research.
Pic Num               := 54
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 35000
Cost Organics         := 20000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Could in theory colonize a rock based planet. But only in theory.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1000kT worth of cargo space.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colony I
Description           := Materials needed to start a colony on an ice planet.
Pic Num               := 114
Tonnage Space Taken   := 1500
Tonnage Structure     := 200
Cost Minerals         := 3500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonizers
Tech Level Req 1      := 10
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1000kT worth of cargo space.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Resource Generation - Minerals
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colony Prototype
Description           := A prototype for a colony on an ice planet. Sadly, it is not possible to actually deploy this stage of technology into space. That requires another year of time-consuming but straightforward research.
Pic Num               := 114
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 35000
Cost Organics         := 20000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Could in theory colonize an ice based planet. But only in theory.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1000kT worth of cargo space.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colony I
Description           := Materials needed to start a colony orbiting a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 1500
Tonnage Structure     := 200
Cost Minerals         := 3500
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonizers
Tech Level Req 1      := 10
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1000kT worth of cargo space.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Resource Generation - Radioactives
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gas Colony Prototype
Description           := A prototype for a colony orbiting a gas giant. Sadly, it is not possible to actually deploy this stage of technology into space. That requires another year of time-consuming but straightforward research.
Pic Num               := 108
Tonnage Space Taken   := 10000
Tonnage Structure     := 200
Cost Minerals         := 35000
Cost Organics         := 20000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Could in theory colonize a gas giant planet. But only in theory.
Ability 1 Val 1       :=
Ability 1 Val 2       :=
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1000kT worth of cargo space.
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Armor I
Description           := Titanium armor used to protect a ground vehicle from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 100
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 506
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 10 or less.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Armor II
Description           := Titanium armor used to protect a ground vehicle from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 125
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 506
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 15 or less.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Armor III
Description           := Titanium armor used to protect a ground vehicle from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 150
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 506
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 20 or less.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Armor IV
Description           := Advanced armor used to protect a ground vehicle from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 175
Cost Minerals         := 35
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 506
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 25 or less.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Armor V
Description           := Titanium armor used to protect a ground vehicle from physical damage.
Pic Num               := 28
Tonnage Space Taken   := 1
Tonnage Structure     := 200
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 506
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 30 or less.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Emissive Armor
Description           := Ground vehicle armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 2
Tonnage Structure     := 330
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 9505
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Physics
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on the vehicle.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 60 or less.
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := AFV Shield Generator I
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 9507
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 800 shield points.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := AFV Shield Generator II
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 160
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 9507
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 1200 shield points.
Ability 1 Val 1       := 1200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := AFV Shield Generator III
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 160
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 9507
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 1600 shield points.
Ability 1 Val 1       := 1600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := AFV Shield Generator IV
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 160
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 9507
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 2000 shield points.
Ability 1 Val 1       := 2000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := AFV Shield Generator V
Description           := Generator which creates an energy field preventing damage.
Pic Num               := 31
Tonnage Space Taken   := 4
Tonnage Structure     := 160
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 9507
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 2400 shield points.
Ability 1 Val 1       := 2400
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := AFV Anti-Proton Beam I
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 139
Tonnage Space Taken   := 5
Tonnage Structure     := 200
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32500
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 3100

Name                  := AFV Anti-Proton Beam II
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 139
Tonnage Space Taken   := 5
Tonnage Structure     := 200
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32500
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 3100

Name                  := AFV Anti-Proton Beam III
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 139
Tonnage Space Taken   := 5
Tonnage Structure     := 200
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32500
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam_s.wav
Weapon Family         := 3100

Name                  := AFV Depleted Uranium Cannon I
Description           := Short range cannon which fires large depleted uranium shells.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32501
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc_s.wav
Weapon Family         := 3101

Name                  := AFV Depleted Uranium Cannon II
Description           := Short range cannon which fires large depleted uranium shells.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32501
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc_s.wav
Weapon Family         := 3101

Name                  := AFV Depleted Uranium Cannon III
Description           := Short range cannon which fires large depleted uranium shells.
Pic Num               := 154
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32501
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := uranc_s.wav
Weapon Family         := 3101

Name                  := AFV Meson Blaster I
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32502
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := meson_s.wav
Weapon Family         := 3102

Name                  := AFV Meson Blaster II
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32502
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := meson_s.wav
Weapon Family         := 3102

Name                  := AFV Meson Blaster III
Description           := Short range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 140
Tonnage Space Taken   := 3
Tonnage Structure     := 120
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32502
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Energy Pulse Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := meson_s.wav
Weapon Family         := 3102

Name                  := AFV Phased Polaron Beam I
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 240
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32503
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 3103

Name                  := AFV Phased Polaron Beam II
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 240
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32503
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 3103

Name                  := AFV Phased Polaron Beam III
Description           := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num               := 141
Tonnage Space Taken   := 6
Tonnage Structure     := 240
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32503
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Phased-Energy Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := polar_s.wav
Weapon Family         := 3103

Name                  := AFV Incinerator Beam I
Description           := Short range high intensity fusion beam.
Pic Num               := 143
Tonnage Space Taken   := 5
Tonnage Structure     := 200
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32504
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 3104

Name                  := AFV Incinerator Beam II
Description           := Short range high intensity fusion beam.
Pic Num               := 143
Tonnage Space Taken   := 5
Tonnage Structure     := 200
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32504
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 33 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 3104

Name                  := AFV Incinerator Beam III
Description           := Short range high intensity fusion beam.
Pic Num               := 143
Tonnage Space Taken   := 5
Tonnage Structure     := 200
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32504
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := High-Energy Discharge Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 41 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := incn_s.wav
Weapon Family         := 3104

Name                  := High Explosive Missile I
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile II
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 110
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile III
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := AFV Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 150
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32509
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 17 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc_s.wav
Weapon Family         := 3109

Name                  := AFV Shard Cannon II
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 150
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32509
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc_s.wav
Weapon Family         := 3109

Name                  := AFV Shard Cannon III
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor.
Pic Num               := 264
Tonnage Space Taken   := 4
Tonnage Structure     := 150
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32509
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Crystalline Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc_s.wav
Weapon Family         := 3109

Name                  := Surface Electric Discharge I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 3
Tonnage Structure     := 90
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2510
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_ds.wav
Weapon Family         := 3110

Name                  := Surface Electric Discharge II
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 3
Tonnage Structure     := 93
Cost Minerals         := 0
Cost Organics         := 33
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2510
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_ds.wav
Weapon Family         := 3110

Name                  := Surface Electric Discharge III
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 3
Tonnage Structure     := 99
Cost Minerals         := 0
Cost Organics         := 36
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2510
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_ds.wav
Weapon Family         := 3110

Name                  := Surface Acid Globule I
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 4
Tonnage Structure     := 80
Cost Minerals         := 5
Cost Organics         := 20
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2511
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob_s.wav
Weapon Family         := 3111

Name                  := Surface Acid Globule II
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 4
Tonnage Structure     := 80
Cost Minerals         := 5
Cost Organics         := 20
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2511
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob_s.wav
Weapon Family         := 3111

Name                  := Surface Acid Globule III
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 4
Tonnage Structure     := 80
Cost Minerals         := 5
Cost Organics         := 20
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2511
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Organic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob_s.wav
Weapon Family         := 3111

Name                  := AFV Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 3
Tonnage Structure     := 90
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 8
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32512
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 3112

Name                  := AFV Time Distortion Burst II
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 3
Tonnage Structure     := 90
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 16
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32512
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 3112

Name                  := AFV Time Distortion Burst III
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 3
Tonnage Structure     := 90
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32512
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timebu_s.wav
Weapon Family         := 3112

Name                  := AFV Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 300
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32513
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := telek_s.wav
Weapon Family         := 3113

Name                  := AFV Telekinetic Projector II
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 400
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32513
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := telek_s.wav
Weapon Family         := 3113

Name                  := AFV Telekinetic Projector III
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 4
Tonnage Structure     := 500
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 25
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32513
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := telek_s.wav
Weapon Family         := 3113

Name                  := Temporal Shifter IV
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 58 58 58 58 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter V
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 64 64 64 64 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Temporal Shifter VI
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 350
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Temporal Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 68 68 68 68 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Massive Shield Depleter I
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 3043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 30
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 937

Name                  := Massive Shield Depleter II
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2100
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 3043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1250 1250 1250 1250 1250 1250 1250 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 15
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 937

Name                  := Massive Shield Depleter III
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2200
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 3043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1500 1500 1500 1500 1500 1500 1500 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 10
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 937

Name                  := Massive Shield Depleter IV
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2300
Cost Organics         := 0
Cost Radioactives     := 650
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 3043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1750 1750 1750 1750 1750 1750 1750 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 7
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Shield Depleter V
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2400
Cost Organics         := 0
Cost Radioactives     := 700
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 3043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2000 2000 2000 2000 2000 2000 2000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 5
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Neural Combat Net I
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Some mental interference and confusion results, however.
Pic Num               := 173
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 2400
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -4 to hit with direct fire weapons.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -4 to defense.
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net II
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Some mental interference and confusion results, however.
Pic Num               := 173
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 1900
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -3 to hit with direct fire weapons.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -3 to defense.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net III
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Some mental interference and confusion results, however.
Pic Num               := 173
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -2 to hit with direct fire weapons.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -2 to defense.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net IV
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Some mental interference and confusion results, however.
Pic Num               := 173
Tonnage Space Taken   := 35
Tonnage Structure     := 30
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Minus
Ability 2 Descr       := Ship has a -1 to hit with direct fire weapons.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Ship has a -1 to defense.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net V
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Interference problems have finally been solved or compensated for.
Pic Num               := 173
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net VI
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Shared thoughts between the crews begin to form an effective gestalt that is more aware and responsive than any individual of the group.
Pic Num               := 173
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 7
Number of Abilities   := 3
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Ship has a +1 to hit with direct fire weapons.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Ship has a +1 to defense.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net VII
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience. Shared thoughts between the crews begin to form an effective gestalt that is more aware and responsive than any individual of the group.
Pic Num               := 173
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 36
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Neural Computer Interface
Tech Level Req 1      := 8
Number of Abilities   := 3
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Ship has a +2 to hit with direct fire weapons.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Ship has a +2 to defense.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module I
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 400
Tonnage Structure     := 95
Cost Minerals         := 400
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 307
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 1
Tech Area Req 3       := Inaccessible Technology
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module II
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 333
Tonnage Structure     := 70
Cost Minerals         := 800
Cost Organics         := 600
Cost Radioactives     := 60
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 307
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 2
Tech Area Req 3       := Inaccessible Technology
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module III
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 285
Tonnage Structure     := 60
Cost Minerals         := 1750
Cost Organics         := 800
Cost Radioactives     := 70
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 307
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 3
Tech Area Req 3       := Inaccessible Technology
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module IV
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 245
Tonnage Structure     := 50
Cost Minerals         := 3400
Cost Organics         := 1300
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 307
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 4
Tech Area Req 3       := Inaccessible Technology
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Shield Generator I
Description           := Shield generator that protects engines from ionic overload.
Pic Num               := 101
Tonnage Space Taken   := 30
Tonnage Structure     := 130
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 909
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Shields
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Absorbs damage from engine-destroying ionic attacks.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Shield Generator II
Description           := Shield generator that protects engines from ionic overload.
Pic Num               := 101
Tonnage Space Taken   := 40
Tonnage Structure     := 225
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 909
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Shields
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Absorbs damage from engine-destroying ionic attacks.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Shield Generator III
Description           := Shield generator that protects engines from ionic overload.
Pic Num               := 101
Tonnage Space Taken   := 40
Tonnage Structure     := 300
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 909
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Shields
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Absorbs damage from engine-destroying ionic attacks.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Shield Generator IV
Description           := Shield generator that protects engines from ionic overload.
Pic Num               := 101
Tonnage Space Taken   := 40
Tonnage Structure     := 375
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 909
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Shields
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Absorbs damage from engine-destroying ionic attacks.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ionic Shield Generator V
Description           := Shield generator that protects engines from ionic overload.
Pic Num               := 101
Tonnage Space Taken   := 40
Tonnage Structure     := 450
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 909
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Tech Area Req 2       := Shields
Tech Level Req 2      := 6
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Absorbs damage from engine-destroying ionic attacks.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Defense Cannons
Description           := Basic small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers. +20 to hit.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 2051
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 20
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Drone Launcher I
Description           := Launches drones into space, and includes enough storage capacity to hold a small drone.
Pic Num               := 125
Tonnage Space Taken   := 54
Tonnage Structure     := 54
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 100kT worth of cargo space.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher II
Description           := Launches drones into space, and includes enough storage capacity to hold a medium drone.
Pic Num               := 125
Tonnage Space Taken   := 68
Tonnage Structure     := 68
Cost Minerals         := 195
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 140kT worth of cargo space.
Ability 2 Val 1       := 140
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher III
Description           := Launches drones into space, and includes enough storage capacity to hold a large drone.
Pic Num               := 125
Tonnage Space Taken   := 82
Tonnage Structure     := 82
Cost Minerals         := 230
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 180kT worth of cargo space.
Ability 2 Val 1       := 180
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Short-Ranged Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 135

Name                  := Short-Ranged Allegiance Subverter II
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 135

Name                  := Short-Ranged Allegiance Subverter III
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Psychic Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 70 60 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 135

Name                  := Short-Ranged Massive Ionic Disperser
Description           := Anti-ionic beam which disrupts all engine operation and burns them out. -10 to hit.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1800
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 500 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 30
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := -10
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Short-Ranged Massive Shield Depleter I
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1800
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 30
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Short-Ranged Massive Shield Depleter II
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1900
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1250 1250 1250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 15
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Short-Ranged Massive Shield Depleter III
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage. -20 to hit.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 600
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1500 1500 1500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 10
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := -20
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Secondary Fire Control
Description           := Additional weapon control stations and staff to allow more complex engagement of targets. 
Pic Num               := 250
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 3017
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (2)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (3)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (4)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking (5)
Description           := Sensors used to track targets for weapons to fire on.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Armor Plating I
Description           := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num               := 304
Tonnage Space Taken   := 500
Tonnage Structure     := 1000
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 910
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Drop Troops
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 10 damage per hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Armor Plating II
Description           := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num               := 304
Tonnage Space Taken   := 500
Tonnage Structure     := 1300
Cost Minerals         := 1400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 910
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Drop Troops
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 11 damage per hit.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Armor Plating I
Description           := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num               := 305
Tonnage Space Taken   := 500
Tonnage Structure     := 1650
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1910
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Drop Troops
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 12 damage per hit.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Advanced Armor Plating II
Description           := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num               := 305
Tonnage Space Taken   := 500
Tonnage Structure     := 2000
Cost Minerals         := 3750
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1910
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Drop Troops
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 13 damage per hit.
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra Armor Plating I
Description           := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num               := 309
Tonnage Space Taken   := 500
Tonnage Structure     := 2300
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 2910
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Drop Troops
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 14 damage per hit.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ultra Armor Plating II
Description           := Heavy external armor plating covering the entire hull, which reduces the damage of every hit from most weapon types. (Use a scale mount.)
Pic Num               := 309
Tonnage Space Taken   := 500
Tonnage Structure     := 2650
Cost Minerals         := 8000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 2910
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Drop Troops
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Deflects 15 damage per hit.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stealth Armor I
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 6500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor II
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 7000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor III
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 7500
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor IV
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 8500
Cost Organics         := 0
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor V
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 9500
Cost Organics         := 0
Cost Radioactives     := 4000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor VI
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 10500
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor VII
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 11500
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor VIII
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 12500
Cost Organics         := 0
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 5
Weapon Type           := None

Name                  := Stealth Armor IX
Description           := Advanced absorbing materials which render a ship nearly invisible. (Use a scale mount.)
Pic Num               := 189
Tonnage Space Taken   := 300
Tonnage Structure     := 1000
Cost Minerals         := 13500
Cost Organics         := 0
Cost Radioactives     := 8000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1043
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Armor
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 5
Weapon Type           := None

Name                  := Scattering Shell I
Description           := A light hull coating composed of a highly reflective alloy which negates most scanners. (Use a scale mount.)
Pic Num               := 307
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 911
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reflective Alloys
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Shell II
Description           := A light hull coating composed of a highly reflective alloy which negates most scanners. (Use a scale mount.)
Pic Num               := 307
Tonnage Space Taken   := 150
Tonnage Structure     := 150
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 750
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 911
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reflective Alloys
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Shell III
Description           := A light hull coating composed of a highly reflective alloy which negates most scanners. (Use a scale mount.)
Pic Num               := 307
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 911
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reflective Alloys
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor I
Description           := Armor composed of a highly reflective alloy which negates most scanners. (Use a scale mount.)
Pic Num               := 190
Tonnage Space Taken   := 500
Tonnage Structure     := 1500
Cost Minerals         := 4500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1044
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Reflective Alloys
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor II
Description           := Armor composed of a highly reflective alloy which negates most scanners. (Use a scale mount.)
Pic Num               := 190
Tonnage Space Taken   := 500
Tonnage Structure     := 1500
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1044
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Reflective Alloys
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 8% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor III
Description           := Armor composed of a highly reflective alloy which negates most scanners. (Use a scale mount.)
Pic Num               := 190
Tonnage Space Taken   := 500
Tonnage Structure     := 1500
Cost Minerals         := 5500
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1044
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Reflective Alloys
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor I
Description           := A composite armored shell which absorbs energy and radiates it back into space. (Use a scale mount.)
Pic Num               := 30
Tonnage Space Taken   := 200
Tonnage Structure     := 1000
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 15 or less.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor II
Description           := A composite armored shell which absorbs energy and radiates it back into space. (Use a scale mount.)
Pic Num               := 30
Tonnage Space Taken   := 200
Tonnage Structure     := 1100
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 20 or less.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor III
Description           := A composite armored shell which absorbs energy and radiates it back into space. (Use a scale mount.)
Pic Num               := 30
Tonnage Space Taken   := 200
Tonnage Structure     := 1200
Cost Minerals         := 7000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 25 or less.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor IV
Description           := A composite armored shell which absorbs energy and radiates it back into space. (Use a scale mount.)
Pic Num               := 30
Tonnage Space Taken   := 200
Tonnage Structure     := 1300
Cost Minerals         := 8000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1045
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 30 or less.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor V
Description           := A composite armored shell which absorbs energy and radiates it back into space. (Use a scale mount.)
Pic Num               := 30
Tonnage Space Taken   := 200
Tonnage Structure     := 1400
Cost Minerals         := 9000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1045
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Emissive Armor
Ability 1 Descr       := Negates any damage of 35 or less.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Propulsion I
Description           := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle.  (Use a scale mount.)
Pic Num               := 27
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 1013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 1 emergency movement point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Propulsion II
Description           := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle.  (Use a scale mount.)
Pic Num               := 27
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 1013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 2 emergency movement points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Propulsion III
Description           := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle.  (Use a scale mount.)
Pic Num               := 27
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 1013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 3 emergency movement points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Propulsion IV
Description           := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle.  (Use a scale mount.)
Pic Num               := 27
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 1013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 4 emergency movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emergency Propulsion V
Description           := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle.  (Use a scale mount.)
Pic Num               := 27
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 1013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 5 emergency movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer
Description           := A broad-band long range scanner jamming device. (Use a scale mount.)
Pic Num               := 15
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 5000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 1021
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cloaking Device I
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible. (Use a scale mount.)
Pic Num               := 38
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 10000
Cost Organics         := 0
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device II
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible. (Use a scale mount.)
Pic Num               := 38
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Cloaking Device III
Description           := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible. (Use a scale mount.)
Pic Num               := 38
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 20000
Cost Organics         := 0
Cost Radioactives     := 7000
Vehicle Type          := Ship\Base\Sat\Drone
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Minefield Signature Suppressor I
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Minefield Signature Suppressor Ia
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Minefield Signature Suppressor Ib
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Minefield Signature Suppressor II
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 240
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Minefield Signature Suppressor IIa
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 1 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Minefield Signature Suppressor III
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Minefield Signature Suppressor IIIa
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 2 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Minefield Signature Suppressor IV
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Minefield Signature Suppressor IVa
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 90
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Minefield Signature Suppressor V
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Minefield Signature Suppressor Va
Description           := Devices and/or construction techniques which absorb and diffuse sensor energies, to render a minefield invisible.
Pic Num               := 38
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 1026
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Barrage Minefields
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely.
Pic Num               := 243
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely.
Pic Num               := 242
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely.
Pic Num               := 241
Tonnage Space Taken   := 200
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := Two Per Vehicle
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 10kT of cargo space.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Niche Reinforcement
Description           := Some ship designers insist upon using every corner of a design. Reinforcing unused spaces can strengthen the hull, but such designs also take longer to repair.
Pic Num               := 310
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 2
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 1111
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 0
Weapon Type           := None

Name                  := High - Performance Quantum Engine I
Description           := An exquisitely engineered quantum element engine suitable for sub-light inter-system travel. They are engineered to provide the greatest possible thrust, at the expense of energy and cost efficiency.
Pic Num               := 135
Tonnage Space Taken   := 15
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 10
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 10
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 17% defense bonus in combat.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 17 standard movement.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 500 units of supply.
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Quantum Engine II
Description           := An exquisitely engineered quantum element engine suitable for sub-light inter-system travel. They are engineered to provide the greatest possible thrust, at the expense of energy and cost efficiency.
Pic Num               := 135
Tonnage Space Taken   := 15
Tonnage Structure     := 30
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 17
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 11
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 11
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 17% defense bonus in combat.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 17 standard movement.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 550 units of supply.
Ability 3 Val 1       := 550
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High - Performance Quantum Engine III
Description           := An exquisitely engineered quantum element engine suitable for sub-light inter-system travel. They are engineered to provide the greatest possible thrust, at the expense of energy and cost efficiency.
Pic Num               := 135
Tonnage Space Taken   := 15
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Drone
Supply Amount Used    := 14
Restrictions          := None
General Group         := Engines
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 12
Tech Area Req 2       := High-Performance Engines
Tech Level Req 2      := 12
Tech Area Req 3       := Quantum Physics
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 17% defense bonus in combat.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Generates 17 standard movement.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 600 units of supply.
Ability 3 Val 1       := 600
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := High Explosive Missile IV
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 130
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile V
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 140
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile VI
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile VII
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 160
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile VIII
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile IX
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 190
Cost Organics         := 0
Cost Radioactives     := 85
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := High Explosive Missile X
Description           := Tactical missiles with high explosive warheads.
Pic Num               := 291
Tonnage Space Taken   := 10
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 32505
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Tech Area Req 3       := Troops
Tech Level Req 3      := 2
Tech Area Req 4       := Explosive Warheads
Tech Level Req 4      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp_s.wav
Weapon Family         := 3105

Name                  := Heavy Torpedo I
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo II
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 525
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 2
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo III
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 3
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 140 140 140 140 140 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo IV
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 575
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 4
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo V
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 5
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 160 160 160 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo VI
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 625
Cost Organics         := 0
Cost Radioactives     := 150
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 6
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 170 170 170 170 170 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo VII
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 7
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo VIII
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 675
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 8
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 190 190 190 190 190 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := Heavy Torpedo IX
Description           := Launches heavy torpedoes with advanced explosive warheads. Their large size makes them slower and less likely to reach elusive targets. -16 to hit.
Pic Num               := 300
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 180
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 3003
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Explosive Torpedoes
Tech Level Req 1      := 9
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 38
Weapon Modifier       := -16
Weapon Sound          := amtorp.wav
Weapon Family         := 444

Name                  := External Fighter Pad I
Description           := An external launch and landing pad for fighters. External pads can house and operate more fighters than internal bays, but are very vulnerable.
Pic Num               := 82
Tonnage Space Taken   := 75
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 1015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := External Fighter Pads
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 3 fighters can be launched per combat turn and 12 fighters can be launched per game turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 12
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 90kT of cargo space.
Ability 2 Val 1       := 90
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Is damaged before other components on a ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := External Fighter Pad II
Description           := An external launch and landing pad for fighters. External pads can house and operate more fighters than internal bays, but are very vulnerable.
Pic Num               := 82
Tonnage Space Taken   := 75
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 1015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := External Fighter Pads
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 4 fighters can be launched per combat turn and 16 fighters can be launched per game turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 16
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 120kT of cargo space.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Is damaged before other components on a ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := External Fighter Pad III
Description           := An external launch and landing pad for fighters. External pads can house and operate more fighters than internal bays, but are very vulnerable.
Pic Num               := 82
Tonnage Space Taken   := 75
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 1015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := External Fighter Pads
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighters can be launched per combat turn and 20 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 20
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 150kT of cargo space.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Is damaged before other components on a ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module I
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 4750
Tonnage Structure     := 95
Cost Minerals         := 2500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 308
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module II
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 4600
Tonnage Structure     := 70
Cost Minerals         := 2500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 308
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module III
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 4550
Tonnage Structure     := 60
Cost Minerals         := 2500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 308
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Starliner Module IV
Description           := Transportation unit designed for relocating large numbers of people and their belongings and necessities for prolonged periods in a space ship.
Pic Num               := 286
Tonnage Space Taken   := 4000
Tonnage Structure     := 50
Cost Minerals         := 2500
Cost Organics         := 1000
Cost Radioactives     := 500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 308
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Tech Area Req 2       := Starliner Modules
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides enough cargo storage to carry an entire poplation unit (1000kT).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := 
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Cannot withstand violent maneuvers. Ship has a -15 to defense.
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor I
Description           := Generator which draws usable energy from matter / anti-matter reactions.
Pic Num               := 276
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 1000 fuel between re-energizings.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor II
Description           := Generator which draws usable energy from matter / anti-matter reactions.
Pic Num               := 276
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 325
Cost Organics         := 0
Cost Radioactives     := 325
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 2000 fuel between re-energizings.
Ability 1 Val 1       := 2000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor III
Description           := Generator which draws usable energy from matter / anti-matter reactions.
Pic Num               := 276
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 3000 fuel between re-energizings.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor IV
Description           := Generator which draws usable energy from matter / anti-matter reactions.
Pic Num               := 276
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 450
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 3000 fuel between re-energizings.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor V
Description           := Generator which draws usable energy from matter / anti-matter reactions.
Pic Num               := 276
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 3000 fuel between re-energizings.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Array I
Description           := A cooperative array of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 277
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 6000 fuel between re-energizings.
Ability 1 Val 1       := 6000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Array II
Description           := A cooperative array of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 277
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 10000 fuel between re-energizings.
Ability 1 Val 1       := 10000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Array III
Description           := A cooperative array of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 277
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 13000 fuel between re-energizings.
Ability 1 Val 1       := 13000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Array IV
Description           := A cooperative array of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 277
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 1200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 15000 fuel between re-energizings.
Ability 1 Val 1       := 15000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Array V
Description           := A cooperative array of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 277
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 1050
Cost Organics         := 0
Cost Radioactives     := 1050
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 15000 fuel between re-energizings.
Ability 1 Val 1       := 15000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Complex I
Description           := A series complex of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 278
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 1500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 18000 fuel between re-energizings.
Ability 1 Val 1       := 18000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Complex II
Description           := A series complex of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 278
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1700
Cost Organics         := 0
Cost Radioactives     := 1700
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 23000 fuel between re-energizings.
Ability 1 Val 1       := 23000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Complex III
Description           := A series complex of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 278
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1850
Cost Organics         := 0
Cost Radioactives     := 1850
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 27000 fuel between re-energizings.
Ability 1 Val 1       := 27000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Complex IV
Description           := A series complex of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 278
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 30000 fuel between re-energizings.
Ability 1 Val 1       := 30000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Anti-Matter Reactor Complex V
Description           := A series complex of generators which draw usable energy from matter / anti-matter reactions.
Pic Num               := 278
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1875
Cost Organics         := 0
Cost Radioactives     := 1875
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 1025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Anti-Matter Reactors
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Generates 30000 fuel between re-energizings.
Ability 1 Val 1       := 30000
Ability 1 Val 2       := 0
Weapon Type           := None

=======================================================================================
*END*
=======================================================================================