#Primary Weapons
$Name: SuperHeavy Railgun#player
$Model File: none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length: 30
@Laser Head Radius: 30
@Laser Tail Radius: 30
$Mass: 5.0
$Velocity: 2500.0
$Fire Wait: 5.0
$Damage: 8200
$Damage Type:		HugeWeapon
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.4
$Lifetime: 4.0
$Energy Consumed: 0.00
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 171
+Weapon Range: 10000
$Flags: ( "Huge" "particle spew" "same turret cooldown" "player allowed" )
$Trail:
 +Start Width: 8
 +End Width: 10
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.5
 +Bitmap: beam-dblue
$Impact Explosion: RailgunImpact
$Impact Explosion Radius: 40.5
$Piercing Impact Explosion: 		exp06
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			375
$Piercing Impact Splash Velocity: 	375
$Piercing Impact Variance: 			0.0
$Piercing Impact Life: 				0.1
$Piercing Impact Particles: 		30
$Muzzleflash: railgun_muzzle
$Pspew: 
 +Count: 1 
 +Time: 10 
 +Vel: 0.31
 +Radius: 6 
 +Life: 1.5 
 +Scale: 0.0  
 +Bitmap: Akheton_Particle

$Name:                          SuperMSilv#player
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 250, 250
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      750.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     15.0            ;; in seconds
$Damage:                        1750				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type:		HugeWeapon
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      10.0            ;; How long this thing lives
$Energy Consumed:               0.00            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:					7500			;; Limit to range at which weapon will actively target object
$Flags:                         ( "huge" "beam" "same turret cooldown" "player allowed" )
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       80.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			5.0				;; how long it lasts once the beam is actually firing
	+Warmup: 	2100 ;; warmup time in ms
	+Warmdown: 	1800 ;; warmdown time in ms
	+Radius:		  			65.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					1.9				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					163					;; the looping beam-firing sound
	+WarmupSound:				162					;; associated warmup sound
	+WarmdownSound:				164					;; associated warmdown sound
	+Muzzleglow:				beamglowea2	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					1.8			;; what percentage of max width we subtract per second
	$Section:								;; one section of the beam
		+Width:					25.0				;; width of the section
		+Texture:				beam-silver2		;; texture for this section
		+RGBA Inner:			0 0 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					40.0			;; width of the section
		+Texture:				beam-silver		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					40.0			;; width of the section
		+Texture:				Particle_Flares		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor: 10 1
		+Translation: -4.0

$Name:                                 Raptor DT-14
+Title:                                XSTR("Raptor DT-14 Cannon", -1)
+Description:
XSTR(
"Damage Rating: 32/24/8
RoF: 4 rounds per second
Range: 1500m", -1)
$end_multi_text
+Tech Title:				   XSTR("Raptor DT-14 Cannon", -1)
+Tech Anim:					   Tech_GTW-5_Prometheus_S
+Tech Description:
XSTR(
"Improved R-33 cannon.", -1)
$end_multi_text
$Model File:							none
@Laser Bitmap:		Circe_Bitmap
@Laser Glow:		Kayser_Glow
@Laser Color:		250, 180, 50
@Laser Color2:		0, 5, 0
@Laser Length:		3.0
@Laser Head Radius:	2.5
@Laser Tail Radius:							2.0
$Mass:                                 0.7
$Velocity:                             750.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.25                            ;; in seconds
$Damage:                               32
$Damage Type:		NormalWeapon
$Armor Factor:							1.0
$Shield Factor:							0.6667
$Subsystem Factor:						0.25
$Lifetime:								2.0
$Energy Consumed:						1.0                            ;; Energy used when fired
$Cargo Size:							0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            196                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
+Weapon Range:		1500
$Flags:                                ( "player allowed" )
$Icon:                                 iconPromS
$Anim:                                 PromS
$Impact Explosion:			Circe_Impact
$Impact Explosion Radius:	3.0
$Muzzleflash:		PWmuzzle

$Name:                                 Darsij B-270
+Title:                                XSTR("Darsij B-270 Autocannon", -1)
+Description:
XSTR(
"Damage Rating: 14/14/7
RoF: 8.0 rounds per second
Range: 1200m", -1)
$end_multi_text
+Tech Title:				   XSTR("Darsij B-270 Autocannon", -1)
+Tech Anim:					   Tech_GTW-66_Maxim_Gun
+Tech Description:
XSTR(
"The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", -1)
$end_multi_text
$Model File:							none
@Laser Bitmap:		Maxim
@Laser Glow:		Maxim_Glow
@Laser Color:		150, 120, 120
@Laser Color2:		200, 150, 150
@Laser Length:		3.5
@Laser Head Radius:	2.5
@Laser Tail Radius:	2.0
$Mass:                                 0.7
$Velocity:                             1000.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.15                            ;; in seconds
$Damage:                               14
$Damage Type:		NormalWeapon
$Armor Factor:							1.0
$Shield Factor:							1.0
$Subsystem Factor:						0.5
$Lifetime:								1.2
$Energy Consumed:						0.1                            ;; Energy used when fired
$Cargo Size:							0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            77                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
+Weapon Range:		1200
$Flags:                                ( "player allowed" "cycle" )
$Trail:
	+Start Width:	0.5
	+End Width:		0.15
	+Start Alpha:	0.2
	+End Alpha:		0.0
	+Max Life:		0.1
	+Bitmap:		Maxim_Trail
$Icon:                                 iconNewton
$Anim:                                 Newton
$Impact Explosion:			Maxim_Impact
$Impact Explosion Radius:	6.0
$Piercing Impact Explosion:			exp06
$Piercing Impact Radius:			3.0
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-2.5
$Piercing Impact Variance:			0.01
$Piercing Impact Particles:			5
$Muzzleflash:		PWmuzzle

$Name:                                 Circes XT
+Title:                                XSTR("Circes XT Particle Cannon", -1)
+Description:
XSTR(
"Damage Rating: 120/160/90
RoF: 1.0 rounds per second
Range: 2800m", -1)
$end_multi_text
+Tech Title:				   XSTR("Circes XT Particle Cannon", -1)
+Tech Anim:					   Tech_GTW_UD-8_Kayser
+Tech Description:
XSTR(
"The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", -1)
$end_multi_text
$Model File:							none
@Laser Bitmap:						LaserSG-bitmap
@Laser Glow:						LaserSG-glow
@Laser Color: 						255, 0, 0
@Laser Color2: 255, 0, 0
@Laser Length: 10
@Laser Head Radius: 3
@Laser Tail Radius: 2
$Mass:                                 0.7
$Velocity:                             1400.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            1.0                            ;; in seconds
$Damage:                               120
$Damage Type:		NormalWeapon
$Armor Factor:							1.0
$Shield Factor:							1.3333
$Subsystem Factor:						0.75
$Lifetime:								2.0
$Energy Consumed:						10.0                            ;; Energy used when fired
$Cargo Size:							0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            195                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
+Weapon Range:			4000
$Flags:                                ( "player allowed" "shudder" )
$Trail:
 +Start Width: 0.8
 +End Width: 0.2
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 0.35
 +Bitmap: trail_amis
$Icon:                                 iconKayser
$Anim:                                 Kayser
$Impact Explosion:		exp_flare
$Impact Explosion Radius:	8
$Muzzleflash:		PWmuzzle

$Name:	Zeni FC-1S
+Title:                                XSTR("Zeni FC-1S Flak Cannon", -1)
+Description:
XSTR(
"Damage Rating: 27/45/11
RoF: 2.0 rounds per second
Range: 2000m", -1)
$end_multi_text
+Tech Title:				   XSTR("Zeni FC-1S Flak Cannon", -1)
+Tech Anim:					   Tech_GTW-Circe
+Tech Description:
XSTR(
"The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus's power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type's faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.", -1)
$end_multi_text
$Model File:							none
@Laser Bitmap:						LaserSG-bitmap
@Laser Glow:						LaserSG-glow
@Laser Color: 						255, 0, 0
@Laser Color2: 255, 0, 0
@Laser Length: 10
@Laser Head Radius: 3
@Laser Tail Radius: 2
$Mass:                                 0.7
$Velocity:                             500.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.5                            ;; in seconds
$Damage:                               45
$Damage Type:		NormalWeapon
$Blast Force:              		30.0
$Inner Radius:					10.0                                    ;; radius at which damage is full
$Outer Radius:					25.0                                    ;; max radius for attenuated damage
$Armor Factor:							0.6
$Shield Factor:							1.0
$Subsystem Factor:						0.25
$Lifetime:								4.0
$Energy Consumed:						1.0                            ;; Energy used when fired
$Cargo Size:							0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO
$LaunchSnd:                            84                              ;; The sound it makes when fired
$ImpactSnd:                            85                              ;; The sound it makes when it hits something
+Weapon Range:			2000
$Flags:                                ( "flak" "player allowed" )
$Trail:
 +Start Width: 0.8
 +End Width: 0.2
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 0.35
 +Bitmap: trail_amis
$Icon:                                 iconCirce
$Anim:                                 Circe
$Impact Explosion:		exp_flare
$Impact Explosion Radius:	16
$Muzzleflash:		PWmuzzle

$Name:							Light Adv Flak
$Model File:					Blip.pof
$Mass:							0.2
$Velocity:						700.0
$Fire Wait:						0.166
$Damage:						20
$Damage Type:		NormalWeapon
$Blast Force:              		20.0
$Inner Radius:					15.0                                    ;; radius at which damage is full
$Outer Radius:					25.0                                    ;; max radius for attenuated damage
$Shockwave Speed:				0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:					0.4
$Shield Factor:					1.0
$Subsystem Factor:				0.2
$Lifetime:						2.0
$Energy Consumed:				0.0
$Cargo Size:					1.0
$Homing:							NO
$LaunchSnd:						116
$ImpactSnd:						117
+Weapon Range:					1400
+Weapon Min Range:				500
$Flags:							("Big Ship" "Flak" "particle spew")
$Trail:
	+Start Width:	3.5
	+End Width:		0.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.10
	+Bitmap:		Flak_trail
$Impact Explosion:				Exp20
$Impact Explosion Radius:		25.0
$Muzzleflash:					mflash_small

$Name:							Medium Adv Flak
$Model File:					Blip.pof
$Mass:							0.2
$Velocity:						800.0					;; really fast - like AA fire
$Fire Wait:						0.15					;; 
$Damage:						35
$Damage Type:		NormalWeapon
$Blast Force:              		40.0
$Inner Radius:					20.0                                    ;; radius at which damage is full
$Outer Radius:					35.0                                    ;; max radius for attenuated damage
$Shockwave Speed:				0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:					0.4
$Shield Factor:					1.0
$Subsystem Factor:				0.2
$Lifetime:						2.0
$Energy Consumed:				0.0
$Cargo Size:					1.0
$Homing:							NO
$LaunchSnd:						116
$ImpactSnd:						117
+Weapon Range:					1600
+Weapon Min Range:				500
$Flags:							("Big Ship" "Flak" "particle spew")
$Trail:
	+Start Width:	5.0
	+End Width:		0.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.15
	+Bitmap:		Flak_trail
$Impact Explosion:				Exp20
$Impact Explosion Radius:		35.0
$Muzzleflash:		standardflak
$Pspew:
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	3.50
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	Cmuzzle_0001

$Name:						Advanced Flak
$Model File:					blip.pof
$Mass:							2.0
$Velocity:						700.0
$Fire Wait:						0.25
$Damage:						50
$Damage Type:		NormalWeapon
$Blast Force:              		55.0
$Inner Radius:					20.0
$Outer Radius:					60.0 
$Shockwave Speed:				0.0   
$Armor Factor:					0.25
$Shield Factor:					1.0
$Subsystem Factor:				0.2
$Lifetime:						3.0
$Energy Consumed:				0.0
$Cargo Size:					1.0
$Homing:						NO
$LaunchSnd:						116
$ImpactSnd:						88
+Weapon Range: 2100
$Flags:							( "Big Ship" "Flak" "particle spew" )
$Trail:
   +Start Width:                       5.0
   +End Width:                         0.0
   +Start Alpha:                       1.0
   +End Alpha:                         0.0
   +Max Life:                          0.15
   +Bitmap:                            beam-dblue
$Impact Explosion:				HFlakExp
$Impact Explosion Radius:		30.0
$Pspew: 
	+Count:	2
	+Time:	1
	+Vel:		0
	+Radius:	2.50
	+Life:	0.0125
	+Scale:	0.25
	+Bitmap:		Kayser_Particle

$Name:                          PBSilv
$Model File:                    none
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 250, 250
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      1000.0
$Fire Wait:                     30.0
$Damage:                        740
$Damage Type:		HugeWeapon
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              0.2
$Lifetime:                      60.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:					6000			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       110.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			10.0				;; how long it lasts once the beam is actually firing
	+Warmup: 					2790 ;; warmup time in ms
	+Warmdown: 					2793 ;; warmdown time in ms
	+Radius:		  			75.0			;; muzzle glow radius in meters
	+PCount:					50				;; particles spewed every interval
	+PRadius:					1.9				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					163					;; the looping beam-firing sound
	+WarmupSound:				162					;; associated warmup sound
	+WarmdownSound:				164					;; associated warmdown sound
	+Muzzleglow:				beamglowea2	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					1.8			;; what percentage of max width we subtract per second
	$Section:										;; one section of the beam
		+Width:					30					;; width of the section
		+Texture:				SilverBeam1Core			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.05				;; how much it flickers (0.0 to 1.0)
		+Zadd:					7.5					;; hehe
		+Tile Factor:			40, 1
		+Translation:				-3
	$Section:								;; one section of the beam
		+Width:					55.0			;; width of the section
		+Texture:				beam-silver		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					55.0			;; width of the section
		+Texture:				Particle_Flares		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor: 10 1
		+Translation: -4.0

$Name:                          PMSilv
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 250, 250
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      750.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     25.0            ;; in seconds
$Damage:                        400				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type:		HugeWeapon
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      10.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:					7500			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       80.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			10.0				;; how long it lasts once the beam is actually firing
	+Warmup: 	2100 ;; warmup time in ms
	+Warmdown: 	1800 ;; warmdown time in ms
	+Radius:		  			60.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					1.9				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					166					;; the looping beam-firing sound
	+WarmupSound:				165					;; associated warmup sound
	+WarmdownSound:				167					;; associated warmdown sound
	+Muzzleglow:				beamglowea2	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					1.8			;; what percentage of max width we subtract per second
	$Section:								;; one section of the beam
		+Width:					30.0				;; width of the section
		+Texture:				beam-silver2		;; texture for this section
		+RGBA Inner:			0 0 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					45.0			;; width of the section
		+Texture:				beam-silver		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					45.0			;; width of the section
		+Texture:				Particle_Flares		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor: 10 1
		+Translation: -4.0

$Name: Railgun
$Model File: none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length: 30
@Laser Head Radius: 30
@Laser Tail Radius: 30
$Mass: 5.0
$Velocity: 2000.0
$Fire Wait: 6.0
$Damage: 1800
$Damage Type:		HugeWeapon
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.5
$Lifetime: 4.0
$Energy Consumed: 0.00
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 171
+Weapon Range: 8000
$Flags: ( "Big Ship" "Huge" "particle spew" "same turret cooldown" )
$Trail:
 +Start Width: 8
 +End Width: 10
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.5
 +Bitmap: beam-dblue
$Impact Explosion: RailgunImpact
$Impact Explosion Radius: 40.5
$Piercing Impact Explosion: 		exp06
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			375
$Piercing Impact Splash Velocity: 	375
$Piercing Impact Variance: 			0.0
$Piercing Impact Life: 				0.1
$Piercing Impact Particles: 		30
$Muzzleflash: railgun_muzzle
$Pspew: 
 +Count: 1 
 +Time: 10 
 +Vel: 0.31
 +Radius: 6 
 +Life: 1.5 
 +Scale: 0.0  
 +Bitmap: Akheton_Particle

$Name: Heavy Railgun
$Model File: none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length: 30
@Laser Head Radius: 30
@Laser Tail Radius: 30
$Mass: 5.0
$Velocity: 2500.0
$Fire Wait: 6.0
$Damage: 3600
$Damage Type:		HugeWeapon
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.4
$Lifetime: 4.0
$Energy Consumed: 0.00
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 171
+Weapon Range: 10000
$Flags: ( "Big Ship" "Huge" "particle spew" "same turret cooldown" )
$Trail:
 +Start Width: 8
 +End Width: 10
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.5
 +Bitmap: beam-dblue
$Impact Explosion: RailgunImpact
$Impact Explosion Radius: 40.5
$Piercing Impact Explosion: 		exp06
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			375
$Piercing Impact Splash Velocity: 	375
$Piercing Impact Variance: 			0.0
$Piercing Impact Life: 				0.1
$Piercing Impact Particles: 		30
$Muzzleflash: railgun_muzzle
$Pspew: 
 +Count: 1 
 +Time: 10 
 +Vel: 0.31
 +Radius: 6 
 +Life: 1.5 
 +Scale: 0.0  
 +Bitmap: Akheton_Particle

$Name: Heavy Railgun#player
$Model File: none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length: 30
@Laser Head Radius: 30
@Laser Tail Radius: 30
$Mass: 5.0
$Velocity: 2500.0
$Fire Wait: 6.0
$Damage: 3600
$Damage Type:		HugeWeapon
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.4
$Lifetime: 4.0
$Energy Consumed: 20.00
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 192
$ImpactSnd: 171
+Weapon Range: 10000
$Flags: ( "Huge" "particle spew" "same turret cooldown" "player allowed" )
$Trail:
 +Start Width: 8
 +End Width: 10
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.5
 +Bitmap: beam-dblue
$Impact Explosion: RailgunImpact
$Impact Explosion Radius: 40.5
$Piercing Impact Explosion: 		exp06
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			375
$Piercing Impact Splash Velocity: 	375
$Piercing Impact Variance: 			0.0
$Piercing Impact Life: 				0.1
$Piercing Impact Particles: 		30
$Muzzleflash: railgun_muzzle
$Pspew: 
 +Count: 1 
 +Time: 10 
 +Vel: 0.31
 +Radius: 6 
 +Life: 1.5 
 +Scale: 0.0  
 +Bitmap: Akheton_Particle

$Name:                          BSilv
$Model File:                    none
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 250, 250
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      1000.0
$Fire Wait:                     30.0
$Damage:                        1300
$Damage Type:		HugeWeapon
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              0.2
$Lifetime:                      60.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:					6000			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       110.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			6.0				;; how long it lasts once the beam is actually firing
	+Warmup: 					2790 ;; warmup time in ms
	+Warmdown: 					2793 ;; warmdown time in ms
	+Radius:		  			70.0			;; muzzle glow radius in meters
	+PCount:					50				;; particles spewed every interval
	+PRadius:					1.9				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					163					;; the looping beam-firing sound
	+WarmupSound:				162					;; associated warmup sound
	+WarmdownSound:				164					;; associated warmdown sound
	+Muzzleglow:				beamglowea2	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					1.8			;; what percentage of max width we subtract per second
	$Section:										;; one section of the beam
		+Width:					25					;; width of the section
		+Texture:				SilverBeam1Core			;; texture for this section
		+RGBA Inner:			0 0 0 255		      ;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.05				;; how much it flickers (0.0 to 1.0)
		+Zadd:					7.5					;; hehe
		+Tile Factor:			40, 1
		+Translation:				-3
	$Section:								;; one section of the beam
		+Width:					50.0			;; width of the section
		+Texture:				beam-silver		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					50.0			;; width of the section
		+Texture:				Particle_Flares		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor: 10 1
		+Translation: -4.0

$Name:                          MSilv
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 250, 250
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      750.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     25.0            ;; in seconds
$Damage:                        1000				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type:		HugeWeapon
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      10.0            ;; How long this thing lives
$Energy Consumed:               2.0            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:					7500			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       80.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			5.0				;; how long it lasts once the beam is actually firing
	+Warmup: 	2100 ;; warmup time in ms
	+Warmdown: 	1800 ;; warmdown time in ms
	+Radius:		  			50.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					1.9				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					166					;; the looping beam-firing sound
	+WarmupSound:				165					;; associated warmup sound
	+WarmdownSound:				167					;; associated warmdown sound
	+Muzzleglow:				beamglowea2	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					1.8			;; what percentage of max width we subtract per second
	$Section:								;; one section of the beam
		+Width:					20.0				;; width of the section
		+Texture:				beam-silver2		;; texture for this section
		+RGBA Inner:			0 0 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					30.0			;; width of the section
		+Texture:				beam-silver		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					30.0			;; width of the section
		+Texture:				Particle_Flares		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor: 10 1
		+Translation: -4.0

$Name:                          MSilv#player
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 250, 250
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      750.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     25.0            ;; in seconds
$Damage:                        1000				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type:		HugeWeapon
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      10.0            ;; How long this thing lives
$Energy Consumed:               2.00            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88             ;; The sound it makes when it hits something
+Weapon Range:					7500			;; Limit to range at which weapon will actively target object
$Flags:                         ( "huge" "beam" "same turret cooldown" "player allowed" )
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       80.0
$BeamInfo:
	+Type:						0				;; 0 - 4 are valid #'s
	+Life:			  			5.0				;; how long it lasts once the beam is actually firing
	+Warmup: 	2100 ;; warmup time in ms
	+Warmdown: 	1800 ;; warmdown time in ms
	+Radius:		  			50.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					1.9				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					166					;; the looping beam-firing sound
	+WarmupSound:				165					;; associated warmup sound
	+WarmdownSound:				167					;; associated warmdown sound
	+Muzzleglow:				beamglowea2	;; muzzle glow bitmap	
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.1			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					1.8			;; what percentage of max width we subtract per second
	$Section:								;; one section of the beam
		+Width:					20.0				;; width of the section
		+Texture:				beam-silver2		;; texture for this section
		+RGBA Inner:			0 0 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					30.0			;; width of the section
		+Texture:				beam-silver		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					30.0			;; width of the section
		+Texture:				Particle_Flares		;; texture for this section
		+RGBA Inner:			0 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			0 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor: 10 1
		+Translation: -4.0

#End		

#Secondary Weapons

$Name:                                 	Dumb Bomb#BLUT2
+Title:                                 XSTR("BLU Dumb Bomb", -1)
+Description:
XSTR(
"Dumbfire Bomb
1500m Range
750 Warhead Rating", -1)
$end_multi_text
+Tech Title:				   XSTR("BLU Dumb Bomb", -1)
+Tech Description:
XSTR(
"The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.", -1)
$end_multi_text
$Model File:		cyclops.pof
$Mass:											20.0
$Velocity:										250.0
$Fire Wait:										4.0
$Damage:										750							;; damage applied when within inner radius
$Damage Type:		HugeWeapon
$Blast Force:									250.0
$Inner Radius:									30.0						;; radius at which damage is full (0 for impact only)
$Outer Radius:									60.0						;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:									50						;; velocity of shockwave.  0 for none.
$Armor Factor:									1.0
$Shield Factor:									1.0
$Subsystem Factor:								0.5
$Lifetime:										6.0
$Energy Consumed:								0.0							;; Energy used when fired
$Cargo Size:									0.5							;; Amount of space taken up in weapon cargo
$Homing:										NO
$LaunchSnd:										92                                           ;; The sound it makes when fired
$ImpactSnd:										88                                           ;; The sound it makes when it hits something
$FlyBySnd:										-1
$Rearm Rate:									0.5														;; number of missiles/sec that are rearmed
+Weapon Range:									1500			;; Limit to range at which weapon will actively target object
+Weapon Min Range:				250
$Flags:											( "player allowed" "pierce shields" "huge" "particle spew" "bomb" "no radius doubling" )
$Trail:
	+Start Width:	0.6
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap:		missiletrail04
$Impact Explosion Radius:	14.0
$Piercing Impact Explosion:			exp04
$Piercing Impact Radius:			7.0
$Piercing Impact Velocity:			25
$Piercing Impact Splash Velocity:	-25
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			10
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.3
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew04
$Weapon Hitpoints:								100
$Thruster Flame Effect:		missilethruster04
$Thruster Glow Effect:		missileglow04

$Name:                                  Rapier
+Title:                                 XSTR("BLU Rapier", -1)
+Description:
XSTR(
"Advanced Seeking System
3000m Range
140 Warhead Rating", -1)
$end_multi_text
+Tech Title:				   XSTR("BLU Rapier", -1)
+Tech Description:
XSTR(
"The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.", -1)
$end_multi_text
$Model File:									tagc.pof
$Mass:											20.0
$Velocity:										300.0
$Fire Wait:										6.0
$Damage:										140							;; damage applied when within inner radius
$Damage Type:		NormalWeapon
$Blast Force:									160.0
$Inner Radius:									20.0						;; radius at which damage is full (0 for impact only)
$Outer Radius:									40.0						;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:									0						;; velocity of shockwave.  0 for none.
$Armor Factor:									1.0
$Shield Factor:									1.0
$Subsystem Factor:								0.5
$Lifetime:										10.0
$Energy Consumed:								0.0							;; Energy used when fired
$Cargo Size:									5.0							;; Amount of space taken up in weapon cargo
$Homing:										YES
	;; the following indented fields are only required when $Homing is YES
	+Type:										ASPECT						;; Legal: HEAT, ASPECT
	+Turn Time:									0.0000001
	+Min Lock Time:								5.0							;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:								40						;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:							90						;; Pixels moved per sec while catching up
	+Catch-up Penalty:							50							;; Extra pixels to move after catching up
$LaunchSnd:										92                                           ;; The sound it makes when fired
$ImpactSnd:										88                                           ;; The sound it makes when it hits something
$FlyBySnd:										-1
$Rearm Rate:									0.5														;; number of missiles/sec that are rearmed
+Weapon Range:									3000			;; Limit to range at which weapon will actively target object
$Flags:											( "player allowed" "pierce shields" )
$Trail:																										;; Trail cannot be set if Exhaust is set
	+Start Width:								0.25                                         ;; Width of trail nearest missile
	+End Width:									0.7                                          ;; Width of trail before it "evaporates"
	+Start Alpha:								1.0
	+End Alpha:									0.0
	+Max Life:									0.3                                          ;; how many seconds before trail disappears
	+Bitmap:									newmiss1											;; Bitmap used to draw trail
$Impact Explosion:								ExpMissileHit1
$Impact Explosion Radius:						15.0

$Name:                                  Crossbow
+Title:                                 XSTR("BLU Crossbow", -1)
+Description:
XSTR(
"Standard Anti-Ship Missile
2400m Range
70 Warhead Rating", -1)
$end_multi_text
+Tech Title:				   XSTR("BLU Crossbow", -1)
+Tech Description:
XSTR(
"The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.", -1)
$end_multi_text
$Model File:									crossbow.pof
$Mass:											20.0
$Velocity:										300.0
$Fire Wait:										2.0
$Damage:										70							;; damage applied when within inner radius
$Damage Type:		NormalWeapon
$Blast Force:									160.0
$Inner Radius:									20.0						;; radius at which damage is full (0 for impact only)
$Outer Radius:									40.0						;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:									0						;; velocity of shockwave.  0 for none.
$Armor Factor:									1.0
$Shield Factor:									1.0
$Subsystem Factor:								0.5
$Lifetime:										8.0
$Energy Consumed:								0.0							;; Energy used when fired
$Cargo Size:									2.0							;; Amount of space taken up in weapon cargo
$Homing:										YES
	;; the following indented fields are only required when $Homing is YES
	+Type:										ASPECT						;; Legal: HEAT, ASPECT
	+Turn Time:									1.2
	+Min Lock Time:								0.7							;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:								100						;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:							145						;; Pixels moved per sec while catching up
	+Catch-up Penalty:							50							;; Extra pixels to move after catching up
$LaunchSnd:										92                                           ;; The sound it makes when fired
$ImpactSnd:										88                                           ;; The sound it makes when it hits something
$FlyBySnd:										-1
$Rearm Rate:									0.5														;; number of missiles/sec that are rearmed
+Weapon Range:									2400			;; Limit to range at which weapon will actively target object
$Flags:											( "player allowed" "pierce shields" )
$Trail:																										;; Trail cannot be set if Exhaust is set
	+Start Width:								0.25                                         ;; Width of trail nearest missile
	+End Width:									0.7                                          ;; Width of trail before it "evaporates"
	+Start Alpha:								1.0
	+End Alpha:									0.0
	+Max Life:									0.3                                          ;; how many seconds before trail disappears
	+Bitmap:									newmiss1											;; Bitmap used to draw trail
$Impact Explosion:								ExpMissileHit1
$Impact Explosion Radius:						10.0

#End