#Mission Info

$Version: 23.1
$Name:  XSTR("Marking the Target", -1)
$Author: SF-Junky
$Created: 01/30/00 at 21:09:56
$Modified: 06/28/23 at 18:16:04
$Notes:
This is a FRED created mission
$End Notes:

$Mission Desc:
 XSTR("January 9th, 2370: ", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 393216
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000


+Disallow Support: 1
+Hull Repair Ceiling: 100.000000
+Subsystem Repair Ceiling: 100.000000

+Player Entry Delay:
1.000000

+Viewer pos: 799.474609, 24927.433594, 4736.085449
+Viewer orient:
	1.000000, 0.000000, -0.000000,
	0.000000, 0.036524, 0.999333,
	0.000000, -0.999333, 0.036524

$Squadron wing names: ( "Alpha" "Beta" "Gamma" "Theta" "Iota" )

$Skybox Model: starfield.pof

$AI Profile: SFAI

#Sexp_variables

$Variables:
(
		0		"BeaconAmmo"		"15"		"number"
		1		"BeaconFireWait"		"0"		"number"
		2		"BeaconKeyPressed"		"0"		"number"
		3		"BeaconLaunchSnd"		"0"		"number"
		4		"BeamCountdown"		"99"		"number"
		5		"BeamStatus"		"0"		"number"
		6		"nextLoc"		"2"		"number"
		7		"okToMicroJump"		"0"		"number"
		8		"ReactorKills"		"0"		"number"
		9		"RiftSize"		"10"		"number"
		10		"SubsysScan"		"0"		"number"
		11		"Trigger1"		"0"		"number"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 5
$start_stage
$multi_text
 XSTR("$b XIONG: Here we go, Novas. While your comrades are busy keeping the Kartikeya and her group preoccupied we need to go after the big fish. Stealth recon has tracked the Lucifer to Barnard's Star. We are currently en route to that system. Our job is to intercept and destroy her before she can proceed to Alphard.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2550.328857, 15063.157227, 4853.596680
$camera_orient:
	-0.000000, -0.000000, -1.000000,
	1.000000, 0.000000, -0.000000,
	0.000000, -1.000000, 0.000000
$camera_time: 500
$num_lines: 1
$line_start: 1
$line_end: 2
$num_icons: 3
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: SD Lucifer
$pos: -1998.895996, 0.000000, 5480.225098
$label:  XSTR("Cthulhu", -1)
$icon scale: 100
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 7
$team: Friendly
$class: SF Mara
$pos: -1973.830811, 0.000000, 7134.523438
$label:  XSTR("Barnard's Star", -1)
$icon scale: 100
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 7
$team: Friendly
$class: SF Mara
$pos: -3860.791992, 1000.000000, 5017.404785
$label:  XSTR("Luyten", -1)
$icon scale: 100
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b XIONG: You'll intercept the target at these coordinates. Under normal circumstances we would rally a critical mass of capital ships and exploit numerical superiority. With the Kartikeya occupying our scarce resources, however, that is not an option. A smaller-scale operation must do the trick. You will team up with Andraste for this. ", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2550.328857, 22906.156250, 4853.771484
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, -0.000009, 1.000000,
	0.000000, -1.000000, -0.000009
$camera_time: 500
$num_lines: 0
$num_icons: 3
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: SD Lucifer
$pos: -1998.895996, 0.000000, 5480.225098
$label:  XSTR("Cthulhu", -1)
$icon scale: 100
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Pegasus
$pos: -1940.489258, 0.560547, 4053.150635
$label:  XSTR("Alpha", -1)
$icon scale: 100
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GVF Serapis
$pos: -3693.790039, 0.355469, 3100.248535
$label:  XSTR("Beta", -1)
$icon scale: 100
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b XIONG: The frigate will jump in at roughly six licks from the Lucifer and launch a series of precision strikes against her reactors. As you are well aware, though, beam weapons are not exactly laser scalpels and the Lucifer's shielding makes targeting all the more difficult. In fact, previous reconnaissance has revealed that you have to be closer than one thousand clicks to the superdreadnought to gain a stable subsystem lock. To remedy these shortcomings Alpha 1 is being equipped with a pod of TAG beacons you can drop like countermeasures. The Andraste's beam guidance system will be able to compute a stable solution for those beacons. Your job is to place them so that the beam fire will hit the reactors.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2550.328857, 22906.156250, 4853.771484
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, -0.000009, 1.000000,
	0.000000, -1.000000, -0.000009
$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: SD Lucifer
$pos: -1998.895996, 0.000000, 5480.225098
$label:  XSTR("Cthulhu", -1)
$icon scale: 100
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Pegasus
$pos: -1940.489258, 0.560547, 4053.150635
$label:  XSTR("Alpha", -1)
$icon scale: 100
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GVF Serapis
$pos: -3693.790039, 0.355469, 3100.248535
$label:  XSTR("Beta", -1)
$icon scale: 100
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: NTF Iceni
$pos: 2941.520264, 300.767578, 5982.030273
$label:  XSTR("Andraste", -1)
$icon scale: 100
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b ABAYOMI: I don't expect there is a lot of time for me to practice this in simulator rounds.

$b XIONG: None at all, in fact. We need to move out asap. But the procedure is not much more than this: You fly over the reactor, drop your beacon, and get out until the beam fire hits. All you need to do is to compensate for the Lucifer's movement which you should be able to figure out soon enough. You have a total of 15 beacons which will give you three attempts per reactors - if we even have to take out all of them. In fact, analysts believe that killing even as little as three reactors will inflict severe damage and possibly disable the ship. ", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2550.328857, 22906.156250, 4853.771484
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, -0.000009, 1.000000,
	0.000000, -1.000000, -0.000009
$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: SD Lucifer
$pos: -1998.895996, 0.000000, 5480.225098
$label:  XSTR("Cthulhu", -1)
$icon scale: 100
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Pegasus
$pos: -1940.489258, 0.560547, 4053.150635
$label:  XSTR("Alpha", -1)
$icon scale: 100
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GVF Serapis
$pos: -3693.790039, 0.355469, 3100.248535
$label:  XSTR("Beta", -1)
$icon scale: 100
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: NTF Iceni
$pos: 2941.520264, 300.767578, 5982.030273
$label:  XSTR("Andraste", -1)
$icon scale: 100
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$b MONAGHAN: Fantastic! And what if they believe wrongly?

$b XIONG: Then you simply kill all five reactors and be done with it. That's the idea behind your unit, anyway, right?

$b MONAGHAN: The usual, then.

$b XIONG: Precisely. If there are no further issues, I'd suggest we get going, right? Lieutenant Cricket and my humble self will take over as Alphas 3 and 4 again. See you on the hangar deck in ten. Dismissed!", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2550.328857, 22906.156250, 4853.771484
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, -0.000009, 1.000000,
	0.000000, -1.000000, -0.000009
$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: SD Lucifer
$pos: -1998.895996, 0.000000, 5480.225098
$label:  XSTR("Cthulhu", -1)
$icon scale: 100
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Pegasus
$pos: -1940.489258, 0.560547, 4053.150635
$label:  XSTR("Alpha", -1)
$icon scale: 100
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GVF Serapis
$pos: -3693.790039, 0.355469, 3100.248535
$label:  XSTR("Beta", -1)
$icon scale: 100
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: NTF Iceni
$pos: 2941.520264, 300.767578, 5982.030273
$label:  XSTR("Andraste", -1)
$icon scale: 100
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 1

$Formula: ( is-goal-true-delay 
   "Protct Andraste (p)" 
   0 
)
$Multi text
    XSTR("$b XIONG: Alright, I'll make this quick: Everything we saw today is classified level Omega. And that's pretty much it anyway. We've just received word from Command that the hunt for the Cthulhu has been called off for now. The Shivans are closing in on Sulaco and admiral Nakamura says he needs you with the defence. Plus, the Andraste isn't fit for another engagement anyway. We'll be back at Sulaco in three hours. Try and get some rest. Dismissed.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Alternate Types:
$Alt: Hybrids

#end


#Callsigns:
$Callsign: Abayomi
$Callsign: Monaghan
$Callsign: Thoru
$Callsign: Sterling
$Callsign: Lana
$Callsign: Ray
$Callsign: Cyril
$Callsign: Pam
$Callsign: Brett

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
)

+Weaponry Pool: (
	"Harpoon"	232
	"Tornado"	248
	"Subach HL-7"	8
	"Prometheus S"	8
	"UD-8 Kayser"	0
)

#Objects		;! 50 total

$Name: Alpha 1		;! Object #0
$Class: GTF Pegasus
$Callsign: Abayomi

$Team: Friendly
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
	0.948683, 0.000001, -0.316230,
	0.072975, 0.973009, 0.218925,
	0.307695, -0.230767, 0.923077
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" "red-alert-carry" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Score: 8

$Name: Alpha 2		;! Object #1
$Class: GTF Pegasus
$Callsign: Monaghan

$Team: Friendly
$Location: -131.093018, 1.121216, 52.351746
$Orientation:
	0.941393, 0.000000, -0.337312,
	0.077973, 0.972916, 0.217612,
	0.328177, -0.231160, 0.915896
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "guardian" "stealth" )
+Flags2: ( "no-builtin-messages" )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 10
+Persona Name: Wingman 1

$Name: Alpha 3		;! Object #2
$Class: GTF Pegasus
$Team: Friendly
$Location: -49.740295, 0.619019, -120.119263
$Orientation:
	0.948231, 0.000000, -0.317583,
	0.071919, 0.974021, 0.214735,
	0.309332, -0.226458, 0.923596
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Alpha 4		;! Object #3
$Class: GTF Pegasus
$Team: Friendly
$Location: -180.137268, 0.707764, -67.351501
$Orientation:
	0.941089, 0.000000, -0.338158,
	0.076663, 0.973963, 0.213352,
	0.329353, -0.226707, 0.916586
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Beta 1		;! Object #4
$Class: GTF Pegasus
$Callsign: Thoru

$Team: Friendly
$Location: -659.374817, 0.000000, -169.549591
$Orientation:
	0.915583, 0.000000, -0.402128,
	0.098117, 0.969777, 0.223396,
	0.389975, -0.243993, 0.887912
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "guardian" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Score: 12
+Persona Name: Wingman Vas2

$Name: Beta 2		;! Object #5
$Class: GTF Pegasus
$Team: Friendly
$Location: -793.338867, 1.129028, -118.850311
$Orientation:
	0.905725, 0.000000, -0.423866,
	0.103345, 0.969822, 0.220829,
	0.411074, -0.243815, 0.878392
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Score: 12
+Persona Name: Wingman Vas1

$Name: Beta 3		;! Object #6
$Class: GTF Pegasus
$Team: Friendly
$Location: -711.356201, -0.416504, -292.806152
$Orientation:
	0.915713, 0.000000, -0.401833,
	0.096000, 0.971043, 0.218768,
	0.390197, -0.238904, 0.889197
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Score: 12
+Persona Name: Wingman Vas3

$Name: Beta 4		;! Object #7
$Class: GTF Pegasus
$Team: Friendly
$Location: -844.847656, 0.718628, -240.597534
$Orientation:
	0.906067, 0.000000, -0.423133,
	0.101043, 0.971069, 0.216367,
	0.410892, -0.238798, 0.879854
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Score: 12
+Persona Name: Wingman Vas1

$Name: Cthulhu		;! Object #8
$Class: SD Lucifer
$Team: Hostile
$Location: -30.192993, 0.000000, 3108.837402
$Orientation:
	0.999990, 0.000000, -0.004381,
	-0.000000, 1.000000, 0.000000,
	0.004381, 0.000000, 0.999990
$AI Goals: ( goals ( ai-waypoints-once "SSD_path" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret05
+Sbank Ammo: ( 0 )
+Subsystem: turret08
+Sbank Ammo: ( 0 )
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turretspike01
+Subsystem: turretspike02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Fire Rift Beams" 
   146 
)
$Determination: 10
+Flags: ( "escort" "beam-protect-ship" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 1000

$Name: Andraste#1		;! Object #9
$Class: NTF Iceni
$Team: Friendly
$Location: 0.000000, 7000.000000, 0.000000
$Orientation:
	-0.000000, 1.000000, 0.000000,
	-1.000000, -0.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Goals: ( goals ( ai-waypoints-once "Andraste_path" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret19
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Sbank Ammo: ( 0 )
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Sbank Ammo: ( 0 )
$Arrival Location: Hyperspace
$Arrival Cue: ( has-time-elapsed 2 ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Andraste#1 departure" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "beam-protect-ship" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 10
+Orders Accepted List: ( "attack ship" )
+Group: 0
+Use Table Score:
+Score: 300

$Name: #BeamBeacon		;! Object #10
$Class: #Pilot
$Team: Friendly
$Location: -5100.657715, 0.000000, 3299.215088
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "escort" "invulnerable" "hidden-from-sensors" "guardian" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "no_collide" )
+Respawn priority: 0
+Escort priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: Gamma 1		;! Object #11
$Class: GTF Erinyes
$Team: Friendly
$Location: -130.112061, 5500.000000, -541.002441
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Subach HL-7" "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gamma 2		;! Object #12
$Class: GTF Erinyes
$Team: Friendly
$Location: -230.399170, 5500.000000, -641.976074
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Subach HL-7" "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gamma 3		;! Object #13
$Class: GTF Erinyes
$Team: Friendly
$Location: -29.825195, 5500.000000, -643.349854
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Subach HL-7" "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Gamma 4		;! Object #14
$Class: GTF Erinyes
$Team: Friendly
$Location: -130.799316, 5500.000000, -742.263062
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Subach HL-7" "Prometheus S" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( "attack ship" "disable ship" "disarm ship" "guard ship" "ignore ship" "form on wing" "cover me" "attack any" "disable subsys" )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Andraste#2		;! Object #15
$Class: NTF Iceni
$Team: Friendly
$Location: -4478.746582, 1000.000000, 6962.657227
$Orientation:
	-0.013966, -0.999507, 0.028135,
	-0.895712, -0.000000, -0.444635,
	0.444416, -0.031411, -0.895270
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret19
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "Msg 1.9" 22 ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay "Msg 3.7" 1 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "beam-protect-ship" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 10
+Orders Accepted List: ( "attack ship" )
+Group: 0
+Use Table Score:
+Score: 300

$Name: #Pilot 16		;! Object #16
$Class: #Pilot
$Team: Hostile_protect
$Location: 0.000000, 0.000000, 12000.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Goals: ( goals ( ai-play-dead-persistent 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" "hidden-from-sensors" "stealth" )
+Flags2: ( "no_collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: Pisces 1		;! Object #17
$Class: SF Manticore
$Team: Hostile
$Location: -1300.135498, 0.000000, 5401.649902
$Orientation:
	-0.886258, 0.000000, -0.463191,
	0.000000, 1.000000, 0.000000,
	0.463191, 0.000000, -0.886258
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Pisces 2		;! Object #18
$Class: SF Manticore
$Team: Hostile
$Location: -1256.904053, 0.000000, 5538.464355
$Orientation:
	-0.886258, 0.000000, -0.463191,
	0.000000, 1.000000, 0.000000,
	0.463191, 0.000000, -0.886258
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Pisces 3		;! Object #19
$Class: SF Manticore
$Team: Hostile
$Location: -1436.333740, 0.000000, 5444.686523
$Orientation:
	-0.886258, 0.000000, -0.463191,
	0.000000, 1.000000, 0.000000,
	0.463191, 0.000000, -0.886258
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 12

$Name: Virgo 1		;! Object #20
$Class: SF Scorpion
$Team: Hostile
$Location: 4999.713867, 0.000000, 4607.853027
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Score: 15

$Name: Virgo 2		;! Object #21
$Class: SF Scorpion
$Team: Hostile
$Location: 4898.581055, 0.000000, 4510.269043
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Score: 15

$Name: Virgo 3		;! Object #22
$Class: SF Scorpion
$Team: Hostile
$Location: 5100.846680, 0.000000, 4510.269043
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Score: 15

$Name: Cepheus 1		;! Object #23
$Class: SF Scorpion
$Team: Hostile
$Location: 5000.495117, 0.000000, 5801.747559
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Score: 15

$Name: Cepheus 2		;! Object #24
$Class: SF Scorpion
$Team: Hostile
$Location: 4893.626953, 0.000000, 5690.312500
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Score: 15

$Name: Cepheus 3		;! Object #25
$Class: SF Scorpion
$Team: Hostile
$Location: 5090.921875, 0.000000, 5689.398926
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Score: 12

$Name: Eridan 1		;! Object #26
$Class: SF Scorpion
$Team: Hostile
$Location: 4996.078125, 0.000000, 5396.657715
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Eridan 2		;! Object #27
$Class: SF Scorpion
$Team: Hostile
$Location: 4900.170898, 0.000000, 5298.009766
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Eridan 3		;! Object #28
$Class: SF Scorpion
$Team: Hostile
$Location: 5096.552734, 0.000000, 5298.009766
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Libra 1		;! Object #29
$Class: SF Scorpion
$Team: Hostile
$Location: 5001.978027, 0.000000, 4990.773438
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Libra 2		;! Object #30
$Class: SF Scorpion
$Team: Hostile
$Location: 4899.676758, 0.000000, 4893.039551
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Libra 3		;! Object #31
$Class: SF Scorpion
$Team: Hostile
$Location: 5103.365723, 0.000000, 4893.039551
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Gemini 1		;! Object #32
$Class: SF Scorpion
$Team: Hostile
$Location: 5599.910156, 0.000000, 5808.598145
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Gemini 2		;! Object #33
$Class: SF Scorpion
$Team: Hostile
$Location: 5496.914063, 0.000000, 5705.644531
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Gemini 3		;! Object #34
$Class: SF Scorpion
$Team: Hostile
$Location: 5700.040527, 0.000000, 5715.591309
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Octans 1		;! Object #35
$Class: SF Scorpion
$Team: Hostile
$Location: 5594.179688, 0.000000, 5415.452148
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Octans 2		;! Object #36
$Class: SF Scorpion
$Team: Hostile
$Location: 5488.711914, 0.000000, 5302.508301
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Octans 3		;! Object #37
$Class: SF Scorpion
$Team: Hostile
$Location: 5695.244629, 0.000000, 5310.677246
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 1		;! Object #38
$Class: SF Scorpion
$Team: Hostile
$Location: 5601.522949, 0.000000, 5003.566895
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 2		;! Object #39
$Class: SF Scorpion
$Team: Hostile
$Location: 5496.754883, 0.000000, 4910.004883
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 3		;! Object #40
$Class: SF Scorpion
$Team: Hostile
$Location: 5703.436035, 0.000000, 4910.004883
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Serpens 1		;! Object #41
$Class: SF Scorpion
$Team: Hostile
$Location: 5597.512207, 0.000000, 4600.953125
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Serpens 2		;! Object #42
$Class: SF Scorpion
$Team: Hostile
$Location: 5504.774414, 0.000000, 4499.237305
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Serpens 3		;! Object #43
$Class: SF Scorpion
$Team: Hostile
$Location: 5690.672852, 0.000000, 4507.170410
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 10

$Name: Blue 1		;! Object #44
$Class: SB Nahema
$Team: Hostile
$Location: 6599.030762, 0.000000, 5701.940430
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 14

$Name: Blue 2		;! Object #45
$Class: SB Nahema
$Team: Hostile
$Location: 6501.474121, 0.000000, 5615.165039
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 14

$Name: Blue 3		;! Object #46
$Class: SB Nahema
$Team: Hostile
$Location: 6699.606934, 0.000000, 5604.139648
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 14

$Name: Orange 1		;! Object #47
$Class: SB Nahema
$Team: Hostile
$Location: 6597.912598, 0.000000, 5401.725586
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 14

$Name: Orange 2		;! Object #48
$Class: SB Nahema
$Team: Hostile
$Location: 6497.676758, 0.000000, 5303.395996
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 14

$Name: Orange 3		;! Object #49
$Class: SB Nahema
$Team: Hostile
$Location: 6699.479980, 0.000000, 5301.837891
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
+AI Class: SFAI-Major
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted List: ( )
+Group: 0
+Use Table Score:
+Score: 14

#Wings		;! 14 total

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Alpha 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "allowed to go" 
   4 
)
$Ships: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
$AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) )
+Hotkey: 0
+Flags: ( )

$Name: Beta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Beta 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "allowed to go" 
   4 
)
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) )
+Hotkey: 1
+Flags: ( )

$Name: Gamma
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Gamma 1
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "allowed to go" 
   4 
)
$Ships: (		;! 4 total
	"Gamma 1"
	"Gamma 2"
	"Gamma 3"
	"Gamma 4"
)
$AI Goals: ( goals ( ai-guard "Andraste#1" 50 ) ( ai-guard "Andraste#2" 50 ) )
+Hotkey: 2
+Flags: ( )

$Name: Pisces
$Waves: 3
$Wave Threshold: 1
$Special Ship: 0		;! Pisces 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Pisces 1"
	"Pisces 2"
	"Pisces 3"
)
$AI Goals: ( goals ( ai-guard "Cthulhu" 50 ) )
+Flags: ( )
+Wave Delay Min: 20
+Wave Delay Max: 25

$Name: Cepheus
$Waves: 5
$Wave Threshold: 2
$Special Ship: 0		;! Cepheus 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay01" "$bay02" "$bay03" )
$Arrival Cue: ( has-arrived-delay 25 "Andraste#1" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Cepheus 1"
	"Cepheus 2"
	"Cepheus 3"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( )

$Name: Eridan
$Waves: 5
$Wave Threshold: 1
$Special Ship: 0		;! Eridan 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay01" "$bay02" "$bay03" )
$Arrival Cue: ( has-arrived-delay 2 "Cepheus" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Eridan 1"
	"Eridan 2"
	"Eridan 3"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( )

$Name: Libra
$Waves: 5
$Wave Threshold: 1
$Special Ship: 0		;! Libra 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay01" "$bay02" "$bay03" )
$Arrival Cue: ( has-arrived-delay 2 "Eridan" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Libra 1"
	"Libra 2"
	"Libra 3"
)
$AI Goals: ( goals ( ai-chase "Andraste#1" 200 ) ( ai-chase "Andraste#2" 200 ) ( ai-chase-any 100 ) )
+Flags: ( )

$Name: Virgo
$Waves: 5
$Wave Threshold: 1
$Special Ship: 0		;! Virgo 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay01" "$bay02" "$bay03" )
$Arrival Cue: ( has-arrived-delay 2 "Libra" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Virgo 1"
	"Virgo 2"
	"Virgo 3"
)
$AI Goals: ( goals ( ai-chase "Andraste#1" 200 ) ( ai-chase "Andraste#2" 200 ) ( ai-chase-any 100 ) )
+Flags: ( )

$Name: Gemini
$Waves: 5
$Wave Threshold: 2
$Special Ship: 0		;! Gemini 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay04" "$bay05" "$bay06" )
$Arrival Cue: ( has-arrived-delay 0 "Cepheus" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Gemini 1"
	"Gemini 2"
	"Gemini 3"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( )

$Name: Octans
$Waves: 5
$Wave Threshold: 1
$Special Ship: 0		;! Octans 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay04" "$bay05" "$bay06" )
$Arrival Cue: ( has-arrived-delay 2 "Gemini" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Octans 1"
	"Octans 2"
	"Octans 3"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( )

$Name: Scorpio
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Scorpio 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay04" "$bay05" "$bay06" )
$Arrival Cue: ( has-arrived-delay 2 "Octans" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Scorpio 1"
	"Scorpio 2"
	"Scorpio 3"
)
$AI Goals: ( goals ( ai-chase "Andraste#1" 200 ) ( ai-chase "Andraste#2" 200 ) ( ai-chase-any 100 ) )
+Flags: ( )

$Name: Serpens
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Serpens 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay04" "$bay05" "$bay06" )
$Arrival Cue: ( has-arrived-delay 2 "Scorpio" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Serpens 1"
	"Serpens 2"
	"Serpens 3"
)
$AI Goals: ( goals ( ai-chase "Andraste#1" 200 ) ( ai-chase "Andraste#2" 200 ) ( ai-chase-any 100 ) )
+Flags: ( )

$Name: Blue
$Waves: 2
$Wave Threshold: 2
$Special Ship: 0		;! Blue 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay01" "$bay02" "$bay03" )
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Blue 1"
	"Blue 2"
	"Blue 3"
)
$AI Goals: ( goals ( ai-chase "Andraste#1" 200 ) )
+Flags: ( "no-dynamic" )

$Name: Orange
$Waves: 2
$Wave Threshold: 2
$Special Ship: 0		;! Orange 1
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Cthulhu
+Arrival Paths: ( "$bay04" "$bay05" "$bay06" )
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Orange 1"
	"Orange 2"
	"Orange 3"
)
$AI Goals: ( goals ( ai-chase "Andraste#1" 200 ) )
+Flags: ( "no-dynamic" )

#Events		;! 68 total

$Formula: ( when 
   ( true ) 
   ( never-warp "Alpha 1" ) 
   ( ship-guardian-threshold 
      ( rand 15 30 ) 
      "Alpha 2" 
      "Beta 1" 
   )
   ( ship-subsys-guardian-threshold 
      50 
      "Alpha 2" 
      "sensors" 
      "communications" 
      "weapons" 
      "navigation" 
      "<all engines>" 
   )
   ( ship-subsys-guardian-threshold 
      50 
      "Beta 1" 
      "sensors" 
      "communications" 
      "weapons" 
      "navigation" 
      "<all engines>" 
   )
   ( set-support-ship 
      "Hyperspace" 
      "<no anchor>" 
      "Hyperspace" 
      "<no anchor>" 
      "GTS Hygeia" 
      2 
   )
)
+Name: START
+Repeat Count: 1
+Interval: 1
+Team: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-goal-true-delay 
      "Protct Andraste (p)" 
      0 
   )
   ( do-nothing ) 
)
+Name: PROCEED
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( not 
      ( is-event-true-delay "PROCEED" 0 ) 
   )
   ( play-sound-from-file 
      "Olympus.ogg" 
      99 
   )
)
+Name: Music
+Repeat Count: -1
+Trigger Count: 99
+Interval: 197
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( beam-free-all "Cthulhu" ) 
   ( beam-lock 
      "Cthulhu" 
      "turret18" 
      "turret19" 
   )
)
+Name: SSD beam-free
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 0 "Andraste#1" ) 
   ( beam-free 
      "Andraste#1" 
      "turret19" 
      "turret13" 
      "turret14" 
      "turret24" 
   )
   ( ship-subsys-guardian-threshold 
      5 
      "Andraste#1" 
      "turret12" 
      "turret22" 
      "turret11" 
      "turret21" 
   )
)
+Name: Andraste#1 beam status
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 5 "Andraste#1" ) 
   ( modify-variable @BeamStatus[0] 1 ) 
)
+Name: Andraste Beams ready
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( true ) 
   ( show-subtitle-text 
      "BeaconAmmo" 
      2 
      30 
      ( false ) 
      ( false ) 
      0 
      0 
   )
)
+Name: HUD Gauge BeaconAmmo
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( has-arrived-delay 5 "Andraste#1" ) 
      ( not 
         ( has-departed-delay 0 "Andraste#1" ) 
      )
   )
   ( every-time 
      ( = @BeamStatus[0] 1 ) 
      ( show-subtitle-text 
         "Beam Ready" 
         2 
         32 
         ( false ) 
         ( false ) 
         0 
         0 
         0 
         0 
         255 
         0 
      )
   )
   ( every-time 
      ( = @BeamStatus[0] 2 ) 
      ( show-subtitle-text 
         "Beam Firing" 
         2 
         32 
         ( false ) 
         ( false ) 
         0 
         0 
         0 
         255 
         200 
         0 
      )
   )
   ( every-time 
      ( = @BeamStatus[0] 3 ) 
      ( show-subtitle-text 
         "Beam Cycling" 
         2 
         32 
         ( false ) 
         ( false ) 
         0 
         0 
         0 
         255 
         0 
         0 
      )
   )
)
+Name: HUD Gauge BeamStatus
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( = @BeamStatus[0] 1 ) 
      ( = @BeaconKeyPressed[0] 1 ) 
   )
   ( fire-beam 
      "Andraste#1" 
      "turret12" 
      "#BeamBeacon" 
   )
   ( fire-beam 
      "Andraste#1" 
      "turret22" 
      "#BeamBeacon" 
   )
   ( modify-variable @BeamStatus[0] 2 ) 
   ( modify-variable 
      @BeamCountdown[99] 
      40 
   )
)
+Name: Fire beams
+Repeat Count: -1
+Trigger Count: 9999
+Interval: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( = @BeamStatus[0] 2 ) 
      ( < @BeamCountdown[99] 29 ) 
   )
   ( modify-variable @BeamStatus[0] 3 ) 
)
+Name: BeamStatus = 3
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Comment: BeamStatus=3 -> Beams cycling
$end_multi_text
$Annotations End

$Formula: ( when 
   ( and 
      ( = @BeamStatus[0] 3 ) 
      ( < @BeamCountdown[99] 1 ) 
      ( not 
         ( is-destroyed-delay 0 "Andraste#1" ) 
      )
   )
   ( modify-variable @BeamStatus[0] 1 ) 
)
+Name: BeamStatus = 1
+Repeat Count: -1
+Trigger Count: 999999
+Interval: 1
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Comment: BeamStatus=1 -> Beams ready to fire
$end_multi_text
$Annotations End

$Formula: ( when 
   ( and 
      ( <= @BeamStatus[0] 40 ) 
      ( > @BeamCountdown[99] 0 ) 
      ( not 
         ( is-destroyed-delay 0 "Andraste#1" ) 
      )
   )
   ( modify-variable 
      @BeamCountdown[99] 
      ( - @BeamCountdown[99] 1 ) 
   )
)
+Name: BeamCountdown counting down
+Repeat Count: -1
+Trigger Count: 999999
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( key-pressed "Alt-X" ) 
      ( = @BeaconKeyPressed[0] 0 ) 
   )
   ( play-sound-from-file 
      "counter_1.wav" 
      0 
      0 
      @BeaconLaunchSnd[0] 
   )
   ( modify-variable 
      @BeaconAmmo[15] 
      ( - @BeaconAmmo[15] 1 ) 
   )
   ( modify-variable 
      @BeaconFireWait[0] 
      ( + ( mission-time ) 1 ) 
   )
   ( modify-variable 
      @BeaconKeyPressed[0] 
      1 
   )
   ( set-object-position 
      "#BeamBeacon" 
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
   )
)
+Name: Place BeamBeacon
+Repeat Count: -1
+Trigger Count: 15
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( <= 
         @BeaconFireWait[0] 
         ( mission-time ) 
      )
      ( = @BeaconKeyPressed[0] 1 ) 
   )
   ( key-reset-multiple "Alt-X" ) 
   ( modify-variable 
      @BeaconKeyPressed[0] 
      0 
   )
)
+Name: Reset Alt-X
+Repeat Count: -1
+Trigger Count: 999999
+Interval: 1
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Comment: This adds a fire wait of 1 second to the beam beacon.
$end_multi_text
$Annotations End

$Formula: ( every-time 
   ( false ) 
   ( show-subtitle-text 
      "BeamStatus" 
      2 
      40 
      ( false ) 
      ( false ) 
      0 
      0 
      0 
   )
   ( show-subtitle-text 
      "BeamCountdown" 
      2 
      42 
      ( false ) 
      ( false ) 
      0 
      0 
      0 
   )
)
+Name: Show vars
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Background Color: 255, 255, 0
$Annotations End

$Formula: ( every-time 
   ( > 
      ( distance-to-bbox 
         "Alpha 1" 
         "Cthulhu" 
      )
      1500 
   )
   ( modify-variable @SubsysScan[0] 0 ) 
   ( ship-subsys-untargetable 
      "Cthulhu" 
      "<all turrets>" 
      "navigation" 
      "weapons" 
      "sensors" 
      "engine 1" 
      "engine 2" 
      "communication" 
      "fighterbay 1" 
      "fighterbay 2" 
      "reactor 1" 
      "reactor 2" 
      "reactor 3" 
      "reactor 4" 
      "reactor 5" 
   )
)
+Name: SSD subsys targeting OFF
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( < 
      ( distance-to-bbox 
         "Alpha 1" 
         "Cthulhu" 
      )
      1500 
   )
   ( modify-variable @SubsysScan[0] 1 ) 
   ( ship-subsys-targetable 
      "Cthulhu" 
      "<all turrets>" 
      "navigation" 
      "weapons" 
      "sensors" 
      "engine 1" 
      "engine 2" 
      "communication" 
      "fighterbay 1" 
      "fighterbay 2" 
      "reactor 1" 
      "reactor 2" 
      "reactor 3" 
      "reactor 4" 
      "reactor 5" 
   )
)
+Name: SSD subsys targeting ON
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when-argument 
   ( any-of 
      "reactor 1" 
      "reactor 2" 
      "reactor 3" 
      "reactor 4" 
      "reactor 5" 
   )
   ( is-subsystem-destroyed-delay 
      "Cthulhu" 
      "<argument>" 
      0 
   )
   ( modify-variable 
      @ReactorKills[0] 
      ( + @ReactorKills[0] 1 ) 
   )
   ( invalidate-argument "<argument>" ) 
)
+Name: Count reactor kills
+Repeat Count: -1
+Trigger Count: 5
+Interval: 1
+Event Flags: ( "interval & delay use msecs" )
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Background Color: 192, 192, 192
$Annotations End

$Formula: ( when 
   ( has-arrived-delay 1 "Andraste#1" ) 
   ( send-message 
      "Andraste#1" 
      "Normal" 
      "Intro 01 - Andr" 
   )
)
+Name: Intro 01
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Intro 02 - A1" 
   )
)
+Name: Intro 02
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( = @ReactorKills[0] 1 ) 
   ( send-message-list 
      "Andraste#1" 
      "Normal" 
      "One down - Andr" 
      1000 
   )
)
+Name: One down
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( = @ReactorKills[0] 2 ) 
   ( send-message-list 
      "Andraste#1" 
      "Normal" 
      "Two down - Andr" 
      1000 
   )
)
+Name: Two down
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( = @ReactorKills[0] 3 ) 
   ( send-message-list 
      "Andraste#1" 
      "Normal" 
      "Three down - Andr" 
      1000 
   )
)
+Name: Three down
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( ship-copy-damage 
      "Andraste#1" 
      "Andraste#2" 
   )
   ( modify-variable @BeamStatus[0] 0 ) 
)
+Name: Andraste#1 departure
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay "Two down" 15 ) 
   ( clear-goals "Cthulhu" ) 
)
+Name: Lucifer slows down
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( clear-goals "Cthulhu" ) 
   ( send-message-list 
      "Andraste#1" 
      "Normal" 
      "Slowing down 1 - Andr" 
      1000 
   )
)
+Name: Slowing down 1
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "Normal" 
      "Slowing down 2 - B1" 
   )
)
+Name: Slowing down 2
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Andraste#1" 
      "Normal" 
      "Slowing down 3 - Andr" 
   )
)
+Name: Slowing down 3
+Repeat Count: 1
+Interval: 1
+Chained: 3
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Slowing down 4 - A2" 
   )
)
+Name: Slowing down 4
+Repeat Count: 1
+Interval: 1
+Chained: 9
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Slowing down 5 - A1" 
   )
)
+Name: Slowing down 5
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-departed-delay 20 "Andraste#1" ) 
   ( fire-beam-at-coordinates 
      "Cthulhu" 
      "turretspike01" 
      ( get-object-x 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-y 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-z 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
   )
   ( fire-beam-at-coordinates 
      "Cthulhu" 
      "turretspike02" 
      ( get-object-x 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-y 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-z 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
   )
)
+Name: Fire Rift Beams
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( is-event-true-delay 
         "Fire Rift Beams" 
         10 
      )
      ( not 
         ( is-event-true-delay 
            "Fire Rift Beams" 
            145 
         )
      )
   )
   ( warp-effect 
      ( get-object-x 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-y 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-z 
         "Cthulhu" 
         "<none>" 
         0 
         0 
         2900 
      )
      ( get-object-x "Cthulhu" ) 
      ( get-object-y "Cthulhu" ) 
      ( get-object-z "Cthulhu" ) 
      @RiftSize[10] 
      6 
      "Warp_Open" 
      "Warp_Close" 
      "Warp Effect" 
      1 
   )
)
+Name: Open Rift
+Repeat Count: -1
+Trigger Count: 135
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay 
      "Fire Rift Beams" 
      12 
   )
   ( modify-variable 
      @RiftSize[10] 
      ( + @RiftSize[10] 1 ) 
   )
)
+Name: Increase rift size
+Repeat Count: 36
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( modify-variable 
      @RiftSize[10] 
      ( + @RiftSize[10] 10 ) 
   )
)
+Name: Increase rift size 2
+Repeat Count: 100
+Interval: 1
+Chained: 37
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay 
      "Fire Rift Beams" 
      8 
   )
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Msg 1.1 - A2" 
   )
)
+Name: Msg 1.1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Msg 1.2 - A1" 
   )
)
+Name: Msg 1.2
+Repeat Count: 1
+Interval: 1
+Chained: 2
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "Normal" 
      "Msg 1.3 - B1" 
   )
)
+Name: Msg 1.3
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Msg 1.4 - A2" 
   )
)
+Name: Msg 1.4
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "Normal" 
      "Msg 1.5 - B1" 
   )
)
+Name: Msg 1.5
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Msg 1.6 - A1" 
   )
)
+Name: Msg 1.6
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Andraste" 
      "Normal" 
      "Msg 1.7 - Andr" 
   )
)
+Name: Msg 1.7
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Msg 1.8 - A1" 
   )
)
+Name: Msg 1.8
+Repeat Count: 1
+Interval: 1
+Chained: 3
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Andraste" 
      "Normal" 
      "Msg 1.9 - Andr" 
   )
)
+Name: Msg 1.9
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Comment: 92 seconds left to Cthulhu departure
$end_multi_text
+Background Color: 255, 255, 128
$Annotations End

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Msg 1.10 - A2" 
   )
)
+Name: Msg 1.10
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 1 "Andraste#2" ) 
   ( send-message 
      "Andraste#2" 
      "Normal" 
      "Msg 2.1 - Andr" 
   )
)
+Name: Msg 2.1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )
$Annotations Start
+Comment: 69 seconds left to Cthulhu departure
$end_multi_text
+Background Color: 255, 255, 128
$Annotations End

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Msg 2.2 - A2" 
   )
)
+Name: Msg 2.2
+Repeat Count: 1
+Interval: 1
+Chained: 12
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Andraste#2" 
      "Normal" 
      "Msg 2.3 - Andr" 
   )
)
+Name: Msg 2.3
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 0 "Andraste#1" ) 
   ( beam-free 
      "Andraste#1" 
      "turret19" 
      "turret13" 
      "turret14" 
      "turret24" 
   )
   ( ship-subsys-guardian-threshold 
      5 
      "Andraste#1" 
      "turret12" 
      "turret22" 
      "turret11" 
      "turret21" 
   )
)
+Name: Andraste#2 beam status
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay "Msg 2.2" 3 ) 
   ( set-object-position 
      "Andraste#2_dest:1" 
      ( get-object-x "Cthulhu" ) 
      -6000 
      ( get-object-z "Cthulhu" ) 
   )
   ( add-goal 
      "Andraste#2" 
      ( ai-waypoints-once 
         "Andraste#2_dest" 
         89 
      )
   )
)
+Name: Andraste#2 moves
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay "Msg 2.3" 10 ) 
   ( beam-unprotect-ship "Andraste#2" ) 
)
+Name: Andraste#2 beam-unprotect
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay 
      "Fire Rift Beams" 
      140 
   )
   ( send-message 
      "Andraste#2" 
      "Normal" 
      "Msg 3.1 - Andr" 
   )
)
+Name: Msg 3.1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 2" 
      "Normal" 
      "Msg 3.2 - A2" 
   )
)
+Name: Msg 3.2
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Msg 3.3 - A1" 
   )
)
+Name: Msg 3.3
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Andraste#2" 
      "Normal" 
      "Msg 3.4 - Andr" 
   )
)
+Name: Msg 3.4
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Beta 1" 
      "Normal" 
      "Msg 3.5 - B1" 
   )
)
+Name: Msg 3.5
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Andraste#2" 
      "Normal" 
      "Msg 3.6 - Andr" 
   )
)
+Name: Msg 3.6
+Repeat Count: 1
+Interval: 1
+Chained: 10
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Msg 3.7 - A1" 
   )
)
+Name: Msg 3.7
+Repeat Count: 1
+Interval: 1
+Chained: 14
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( allow-warp "Alpha 1" ) 
)
+Name: allowed to go
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: RTB
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to Base", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-event-true-delay 
      "Fire Rift Beams" 
      145 
   )
   ( close-sound-from-file ) 
)
+Name: Disable music
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( = @BeaconAmmo[15] 0 ) 
   ( do-nothing ) 
)
+Name: Place Beacons
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Place Beacons", -1)
+Objective key:  XSTR("[Alt-X]", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Pisces" ) 
   ( do-nothing ) 
)
+Name: Pisces
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Pisces", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Blue" ) 
   ( do-nothing ) 
)
+Name: Blue
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Intercept Blue", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( is-destroyed-delay 0 "Orange" ) 
   ( do-nothing ) 
)
+Name: Orange
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Intercept Orange", -1)

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Cepheus" 
      "Eridan" 
      "Libra" 
      "Virgo" 
      "Gemini" 
      "Octans" 
      "Scorpio" 
      "Serpens" 
   )
   ( do-nothing ) 
)
+Name: Fighters
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Fighters", -1)
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( has-arrived-delay 1 "Eridan" ) 
   ( send-message 
      "Andraste#1" 
      "Normal" 
      "Fighters 1 - Andr" 
   )
)
+Name: Fighters 1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Alpha 1" 
      "Normal" 
      "Fighters 2 - A1" 
   )
)
+Name: Fighters 2
+Repeat Count: 1
+Interval: 1
+Chained: 6
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( true ) 
   ( clear-goals "Alpha" "Beta" ) 
   ( add-goal 
      "Alpha" 
      ( ai-chase-any 89 ) 
   )
   ( add-goal "Beta" ( ai-chase-any 89 ) ) 
   ( add-goal 
      "Alpha" 
      ( ai-ignore-new "Cthulhu" 89 ) 
   )
   ( add-goal 
      "Beta" 
      ( ai-ignore-new "Cthulhu" 89 ) 
   )
)
+Name: 88th engage
+Repeat Count: 1
+Interval: 1
+Chained: 3
+Event Log Flags: ( "true" "false" )

#Goals		;! 2 total

$Type: Primary
+Name: Kill SSD
$MessageNew:  XSTR("Destroy All Five Reactors of the Cthulhu", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "Cthulhu" ) 

$Type: Primary
+Name: Protct Andraste (p)
$MessageNew:  XSTR("Protect the GTFg Andraste", -1)
$end_multi_text
$Formula: ( and 
   ( is-event-true-delay "Msg 3.7" 2 ) 
   ( not 
      ( or 
         ( is-destroyed-delay 0 "Andraste#1" ) 
         ( is-destroyed-delay 0 "Andraste#2" ) 
      )
   )
)
+No music

#Waypoints		;! 3 lists total

$Name: SSD_path
$List: (		;! 1 points in list
	( 0.000000, 0.000000, 10000.000000 )
)

$Name: Andraste_path
$List: (		;! 1 points in list
	( 0.000000, 7000.000000, 10000.000000 )
)

$Name: Andraste#2_dest
$List: (		;! 1 points in list
	( 34.572266, -5999.998047, 5823.572266 )
)

#Messages		;! 38 total


$Name: Beam Cycling
$Team: -1
$MessageNew:  XSTR("Beam Status: Cycling ($BeamCountdown s remaining)", -1)
$end_multi_text

$Name: Beam Ready
$Team: -1
$MessageNew:  XSTR("Beam Status: Charged", -1)
$end_multi_text

$Name: BeaconAmmo
$Team: -1
$MessageNew:  XSTR("Beacons: $BeaconAmmo", -1)
$end_multi_text

$Name: Beam Firing
$Team: -1
$MessageNew:  XSTR("Beam Status: Firing", -1)
$end_multi_text

$Name: BeamStatus
$Team: -1
$MessageNew:  XSTR("$BeamStatus", -1)
$end_multi_text

$Name: BeamCountdown
$Team: -1
$MessageNew:  XSTR("$BeamCountdown", -1)
$end_multi_text

$Name: Intro 01 - Andr
$Team: -1
$MessageNew:  XSTR("Andraste speaking. We're in position. Beam cannons are warmed up and ready. Let's not lose any time, Alpha 1.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Intro 02 - A1
$Team: -1
$MessageNew:  XSTR("Already on it, Andraste. ", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: One down - Andr
$Team: -1
$MessageNew:  XSTR("First reactor is going critical. ", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Two down - Andr
$Team: -1
$MessageNew:  XSTR("Confirmed hit on another reactor. Primary objective 40% complete.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Three down - Andr
$Team: -1
$MessageNew:  XSTR("There goes the third reactor. Time to take care of the ventral side. See you in two minutes, pilots.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Slowing down 1 - Andr
$Team: -1
$MessageNew:  XSTR("The Cthulhu isslowing down. Adjusting speed to maintain optimal target vector.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Slowing down 2 - B1
$Team: -1
$MessageNew:  XSTR("Are they losing power already?", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Slowing down 3 - Andr
$Team: -1
$MessageNew:  XSTR("Readings indicate her power output has dropped by some 20 percent on average, but it seems to fluctuate. I think they stop deliberately.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Slowing down 4 - A2
$Team: -1
$MessageNew:  XSTR("Fantastic... what are they up to? There is nothing out here!", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Slowing down 5 - A1
$Team: -1
$MessageNew:  XSTR("Irrelevant. Stay focused, people, and get the job done.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 1.1 - A2
$Team: -1
$MessageNew:  XSTR("What the shit?!", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 1.2 - A1
$Team: -1
$MessageNew:  XSTR("What is she firing at? Can anyone determine a target?", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 1.3 - B1
$Team: -1
$MessageNew:  XSTR("Negative, Alpha 1. There seems to be no solid object at the coordinates the Cthulhu's firing at.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Msg 1.4 - A2
$Team: -1
$MessageNew:  XSTR("But it looks like there is a subspace event forming, or am I seeing this wrong?", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 1.5 - B1
$Team: -1
$MessageNew:  XSTR("I think not, Alpha 2. A subspace event horizon is forming. ", -1)
$end_multi_text
+AVI Name: Head-TP2
+Wave Name: emptymsg.wav

$Name: Msg 1.6 - A1
$Team: -1
$MessageNew:  XSTR("Andraste, this is 88th leader. The Lucifer has opened continuous beam fire into open space and a subspace rift is opening at where her fire is directed. ", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 1.7 - Andr
$Team: -1
$MessageNew:  XSTR("Say again, Novas leader? ", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 1.8 - A1
$Team: -1
$MessageNew:  XSTR("I am transmitting video footage as I'm speaking. Recommending utmost caution at re-entry.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 1.9 - Andr
$Team: -1
$MessageNew:  XSTR("You bet, Alpha 1. Maintain save distance and stand by. We need to kill that dreadnaught asap. Our ETA is 30 seconds. Andraste out.", -1)
$end_multi_text
+AVI Name: Head-IncMsg
+Wave Name: emptymsg.wav

$Name: Msg 1.10 - A2
$Team: -1
$MessageNew:  XSTR("How very good she told us to stay away. Who would not love to fly right into beam fire? ", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.1 - Andr
$Team: -1
$MessageNew:  XSTR("This is the Andraste. Subspace transit is finished. We are not in position. Repeat! We are not at our designated coordinates!", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Msg 2.2 - A2
$Team: -1
$MessageNew:  XSTR("Surprise, surprise! What now?", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 2.3 - Andr
$Team: -1
$MessageNew:  XSTR("We're attempting to maneuver into attack position. Just give us a few moments.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Msg 3.1 - Andr
$Team: -1
$MessageNew:  XSTR("The beam fire is wearing off!", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Msg 3.2 - A2
$Team: -1
$MessageNew:  XSTR("And there goes our big fish. ", -1)
$end_multi_text
+AVI Name: Head-TP1
+Wave Name: emptymsg.wav

$Name: Msg 3.3 - A1
$Team: -1
$MessageNew:  XSTR("The Cthulhu is gone. What are your orders, Andraste? Do you want us to pursue the enemy?", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Msg 3.4 - Andr
$Team: -1
$MessageNew:  XSTR("Negative. We have no fix on her exit vector. It is as if she has entered a jump node, but we do not read one at these coordinates.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Msg 3.5 - B1
$Team: -1
$MessageNew:  XSTR("Perhaps the Cthulhu has used an unstable node. There were speculations about inexplicable inter-system movements of the Lucifer during the Great War.", -1)
$end_multi_text
+AVI Name: Head-VP2
+Wave Name: emptymsg.wav

$Name: Msg 3.6 - Andr
$Team: -1
$MessageNew:  XSTR("That may or may not be the case, pilot. Anyway, this is neither the place nor the time to discuss this. This mission is over, return to base. Andraste out.", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Msg 3.7 - A1
$Team: -1
$MessageNew:  XSTR("You heard it, people. See you back at the barn.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

$Name: Fighters 1 - Andr
$Team: -1
$MessageNew:  XSTR("Pilots, we are picking up a massive fighter launch from the Cthulhu. Intercept and destroy!", -1)
$end_multi_text
+AVI Name: Head-CM5
+Wave Name: emptymsg.wav

$Name: Fighters 2 - A1
$Team: -1
$MessageNew:  XSTR("Break and engage, people. I can handle my own here.", -1)
$end_multi_text
+Wave Name: emptymsg.wav

#Reinforcements		;! 0 total


#Background bitmaps		;! 7 total

$Num stars: 0
$Ambient light level: 7895160

$Bitmap List:
+Flags: ( "corrected angles" )
$Sun: SunRed
+Angles: 0.000000 0.000000 5.672320
+Scale: 0.200000
$Starbitmap: NebulA1-Main
+Angles: 0.065597 3.117684 2.791745
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: nebulA11-whisp
+Angles: 6.119272 0.060236 2.787580
+ScaleX: 6.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: nebulA5-whisp
+Angles: 0.174531 1.832596 3.141593
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulA8-Whisp
+Angles: 0.265098 5.442499 2.412690
+ScaleX: 5.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: nebulA13-whisp
+Angles: 0.405576 4.634078 2.740956
+ScaleX: 2.000000
+ScaleY: 4.500000
+DivX: 1
+DivY: 1
$Starbitmap: nebulA5-whisp
+Angles: 0.000000 4.974190 2.268931
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: NebulA7-Whisp
+Angles: 0.349910 5.909635 2.289414
+ScaleX: 5.000000
+ScaleY: 5.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: Brief1

#End

