#Mission Info

$Version: 0.10
$Name:  XSTR("Evolution (Play This One)", -1)
$Author: Erebus Alpha
$Created: 05/02/18 at 16:50:26
$Modified: 09/23/20 at 03:40:33
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 128
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 1
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 7052.437500, 13796.414063, -17854.554688
+Viewer orient:
	0.979501, -0.000003, 0.201439,
	-0.109507, 0.839320, 0.532495,
	-0.169073, -0.543638, 0.822114


$Skybox Model: marsbox.pof

$AI Profile: VOTC1

#Sexp_variables

$Variables:
(
		0		"Ability-In-Use"		"0"		"number"
		1		"Active-Armor-Running"		"0"		"number"
		2		"Armor-Cap"		"100"		"number"
		3		"Attacking-Dreamcatcher"		"0"		"number"
		4		"Attacking-SiriusEdge"		"0"		"number"
		5		"Beam-Surge-Running"		"0"		"number"
		6		"ECM-Recharge-Running"		"0"		"number"
		7		"Last-Overload-Effect"		"0"		"number"
		8		"Last-Repeating-Ability-Time"		"0"		"number"
		9		"Overload-Cooldown-Time"		"0"		"number"
		10		"Overload-State"		"0"		"number"
		11		"Passive-Weapon-Recharge"		"0"		"number"
		12		"Placeholder1-Barrage"		"0"		"number"
		13		"Placeholder1-State"		"0"		"number"
		14		"Tac-Warp-Destination-X"		"0"		"number"
		15		"Tac-Warp-Destination-Y"		"0"		"number"
		16		"Tac-Warp-Destination-Z"		"0"		"number"
		17		"Tac-Warp-Mode-Selected"		"0"		"number"
		18		"Tac-Warp-Running"		"0"		"number"
		19		"Tac-Warp-S1-Finished"		"0"		"number"
		20		"Tac-Warp-S2-Finished"		"0"		"number"
		21		"Tac-Warp-S3-Finished"		"0"		"number"
		22		"Tac-Warp-S4-Finished"		"0"		"number"
		23		"Tac-Warp-Target-Distance"		"0"		"number"
		24		"Tac-Warp-Time"		"0"		"number"
)

#Fiction Viewer

$File: Mission01.txt

#Command Briefing

$Stage Text:
 XSTR("Captain Michael Sova
GTCv Arcane

The death of Admiral Steele holds staggering implications for all of us. If the truth of what we have done ever comes to light, we will likely pay for it with our lives. 

Steele and Serkr always had an intense rivalry. But ultimately, I do not think Serkr is going to turn us in for our unsanctioned assassination missions. At the end of the day, the two always did work together for the good of the GTVA.

As usual, we will do whatever it takes to win. Serkr is committed to the same objective. I expect all of you to follow his orders, with the same dedication and relentlessness with which you follow mine.

With a bit of luck, the war crimes we have committed will be forgotten by history, and we will have to answer only to our own conscience.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: 

$Stage Text:
 XSTR("Captain Joan Ymira
GTL Hastings

SOC says that the Feds are pouring an absurd amount of time and effort into some secret project. Fortunately, we have a secret project of our own. The rear-admiral has laid out a plan, and it's a daring one. I am pleased to report, you will all be receiving it shortly.

The excellent news is, the Hastings machine shops can produce quite literally any spare parts that we need, from resources gathered right here in Sol. The Pesedjet’s refinery can also produce fusion fuel, mesonic fuel, enriched fissionables, and even antimatter. Prior raids have decimated the Feds’ belt mining operations, so raw materials should not be a problem

Admittedly, we do not have the sheer throughput of the node. The Feds are expecting us to starve to death. Apparently they do not know that our hydroponics bay can sustain everyone in the surviving fleet twice over, without rationing.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Captain Barry Nichols
GTCv Pilum

Heads up, everyone! Serkr team now officially includes every single GTVA ship that survived the Federal counter-blitz. I know you have all seen the reports - Fed forces have transited the node, and are probably antimatter-bombing Delta Serpentis as we speak.

Rear-admiral Serkr wants everyone to meet in the GTD Hood’s primary fighterbay in eight hours. Yes, every single crewmember in the fleet. I expect you to be on your best behavior. Represent the Pilum well, and show them that we can act like proper GTVA officers when we need to!", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Commodore Vina Mathani
GTD Hood

Yes, we suffered severe structural damage in our exchange with the Federation Wargods - although based on the events at Jupiter and Saturn, we should consider ourselves fortunate to have survived. To this end, I am intensely proud of each and every one of you. Any other crew would have failed and perished.

The rear-admiral has put together a plan for all of us. He says he has a pathway to victory, and his secret project will be unveiled shortly. Personally, I prefer Serkr's approach over Steele's. Serkr team may keep secrets, but never for long.

Anton Serkr is one of the most decorated officers that has ever lived. I trust him with my life, and that trust has never been misplaced.

We will be prepping our fighterbay for a meeting of the five thousand survivors of the Federal counter-blitz, to discuss our path to victory. Shortly thereafter, we will hold a memorial service for our fifteen thousand fallen brothers and sisters in arms.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("Rear-Admiral Anton Serkr
GTCv Marcus Glaive

Every one of you knows that Steele and I disagreed sharply about the reasons why we fight. But Steele’s agenda died with him, and the security council’s agenda is now meaningless without the node.

The security council has become increasingly corrupt, incompetent, and paranoid. They recklessly gamble with extinction, for no other reason than to suit their own shortsighted accumulation of influence and power. History will remember their declaration of total war as the act of desperate cowards and fools. Ordinarily I would have been content to stand aside, and let them bask in the miserable failure they deserve, but these are not ordinary circumstances.

I will be straight with you, something our superiors have also repeatedly failed to do: Our actions here and now impact future Shivan activity. By Shivan standards, the war in Sol is a stalemate. That stalemate must be broken, if not by us, then by the Shivans. Failure means extinction. Blowing up nodes will not save us - that was always a temporary measure.

The GTVA used to be the good guys. We used to have integrity and honor. Victory on our terms, and no one elses, could transform the GTVA back into something we can be proud to serve. It could destroy the corrupt security council, and secure liberty and survival for generations to come.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 6
$start_stage
$multi_text
 XSTR("Ok, here's our situation: The Vasudan engineering teams from the Shepshekaf and Pesedjet are concerned that our improvised powergrid may malfunction or explode. Several of the systems on it are untested, and unfortunately, computer simulations can only go so far.

We could go vaporize some asteroids and fire plasma into computer-generated targets. Or alternatively, we could do something useful.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 1128.835693, 21754.042969, 5147.288086
$camera_orient:
	-0.005009, -0.000003, -0.999988,
	0.982976, 0.183671, -0.004924,
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$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 9
$team: Friendly
$class: GTNB Pharos
$pos: 5158.861816, 0.001953, 4525.484375
$label:  XSTR("Shipwide Briefing - Standby Mode", -1)
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("This is Federal Supply Station Epsilon, in a high-eccentricity orbit around Mars. It is one of seven such supply stations in Mars orbit. Cumulatively speaking, these seven stations are responsible for about one quarter of Mars' strikecraft armament manufacturing and overflow storage.

This is not the juciest target on the threat plot. I have selected it because it's a low-priority target, and should be minimally defended. If our powergrid doesn't live up to expectations, we won't be in the middle of a major fleet engagement. We can simply fire up the sprint drive to abort the mission if necessary.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 3046.269287, 2275.845703, 517.841675
$camera_orient:
	0.999962, -0.000004, -0.008745,
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	0.007338, -0.543638, 0.839287
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 15
$team: Hostile
$class: UEI Trident
$pos: 3388.366699, 17.899414, 3812.958496
$label:  XSTR("Supply Station Epsilon", -1)
+id: 3
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 7
$team: Hostile
$class: GTF Ulysses
$pos: 6011.129883, -722.103516, 5464.182129
$label:  XSTR("Mars", -1)
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("I would prefer to capture Supply Station Epsilon intact. This serves three objectives: 

1: Our strikecraft compliment is nearly depleted, though we have a number of captured Kentauroi interceptors at our disposal. It is much quicker and easier to capture this munition facility, versus trying to adapt our weapons to UEF ships.

2: Activation of the BETAC total war contingency was a mistake. The majority of the station's crew is likely civilian, and indiscriminately slaughtering them is wholly unjustifiable.

3: UEF leadership is strongly humanitarian. They are likely to make concessions in exchange for prisoners of war, so those people are more useful to us alive than dead.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 1754.966553, 2275.845703, 529.133911
$camera_orient:
	0.999962, -0.000004, -0.008745,
	0.004757, 0.839320, 0.543618,
	0.007338, -0.543638, 0.839287
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 28
$team: Friendly
$class: GTCv Bellerophon#Player
$pos: 339.070068, -0.019531, 4677.256348
$label:  XSTR("Marcus Glaive", -1)
+id: 1
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 15
$team: Hostile
$class: UEI Trident
$pos: 3388.366699, 17.899414, 3812.958496
$label:  XSTR("Supply Station Epsilon", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("The station is not entirely undefended. Intel has spotted sentry guns, fighters, and cruisers in the area. These forces will need to be neutralized. Assuming our powergrid works as intended, they should present no significant challenge.

Once the defenders are either driven off or destroyed, we will deploy space marines to the station to capture it.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 1754.966553, 2275.845703, 529.133911
$camera_orient:
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$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 28
$team: Friendly
$class: GTCv Bellerophon#Player
$pos: 339.070068, -0.019531, 4677.256348
$label:  XSTR("Marcus Glaive", -1)
+id: 1
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 15
$team: Hostile
$class: UEI Trident
$pos: 3388.366699, 17.899414, 3812.958496
$label:  XSTR("Supply Station Epsilon", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Hostile
$class: UEF Uhlan
$pos: 2464.638184, -921.339111, 3715.453613
$label:  XSTR("UEF Fighters", -1)
+id: 6
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Hostile
$class: UEC Sanctus
$pos: 2426.829346, -297.408936, 7210.770508
$label:  XSTR("UEF Cruisers", -1)
+id: 7
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Space traffic around this area is moderate, so there is a decent probability of encountering a civilian convoy. Most civilian UEF ships do not have their own subspace drives, so destroying the Intrasystem Subspace Gate will cut off their escape.

", -1)
$end_multi_text
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	0.999962, -0.000003, -0.008745,
	0.004757, 0.839320, 0.543618,
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$camera_time: 500
$num_lines: 0
$num_icons: 5
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 28
$team: Friendly
$class: GTCv Bellerophon#Player
$pos: 339.070068, -0.019531, 4677.256348
$label:  XSTR("Marcus Glaive", -1)
+id: 1
$hlight: 0
$mirror: 1
$multi_text
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$start_icon
$type: 15
$team: Hostile
$class: UEI Trident
$pos: 3388.366699, 17.899414, 3812.958496
$label:  XSTR("Supply Station Epsilon", -1)
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Hostile
$class: UEF Uhlan
$pos: 2464.638184, -921.339111, 3715.453613
$label:  XSTR("UEF Fighters", -1)
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Hostile
$class: UEC Sanctus
$pos: 2426.829346, -297.408936, 7210.770508
$label:  XSTR("UEF Cruisers", -1)
+id: 7
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 14
$team: Hostile
$class: UET Kadmos
$pos: 1982.691895, -232.137451, 4231.652832
$label:  XSTR("UEF Space Traffic ?", -1)
+id: 8
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Once the defenders have been neutralized, we will send a boarding party to capture the station. From there, it is a simple matter of moving people and cargo.

We will be forgoing fighter support for this mission. We only have thirty-seven remaining strikecraft, combined from the survivors of the Atreus, Imperiuse, Carthage, and Hood. Most are not even combat-ready.

Everyone clear? Good. Battle stations in fifteen minutes. We go to red alert and jump in twenty.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 1754.966553, 2275.845703, 529.133911
$camera_orient:
	0.999962, -0.000003, -0.008745,
	0.004757, 0.839320, 0.543618,
	0.007338, -0.543638, 0.839287
$camera_time: 500
$num_lines: 0
$num_icons: 4
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 28
$team: Friendly
$class: GTCv Bellerophon#Player
$pos: 339.070068, -0.019531, 4677.256348
$label:  XSTR("Marcus Glaive", -1)
+id: 1
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 15
$team: Unknown
$class: UEI Trident
$pos: 3388.366699, 17.899414, 3812.958496
$label:  XSTR("Supply Station Epsilon", -1)
+id: 3
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 32
$team: Hostile
$class: GTSG Watchdog
$pos: 6143.712891, -497.465088, 4151.009766
$label:  XSTR("UESG Watchdog", -1)
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 34
$team: Friendly
$class: GTT Argo
$pos: 1850.948730, 1943.825317, 1126.979736
$label:  XSTR("Lambda 1", -1)
+id: 10
$hlight: 1
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 6

$Formula: ( is-destroyed-delay 
   0 
   "Supply Station Epsilon" 
)
$Multi text
    XSTR("With the loss of Supply Station Epsilon, we have little hope of regaining any strategic momentum. It is only a matter of time until we are overwhelmed by UEF strikecraft operations, and no amount of damage we inflict to the federal navy will stop that. 80% of the UEF's strikecraft hangars are planet-side.

I have contacted the UEF government to negotiate our surrender. If you still want to be part of this war, notify either myself or my XO, and we will arrange to transfer you to the GTCv Pilum.

It's been an honor to fight alongside all of you. I only wish it could have ended under better circumstances.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Do not blow up Supply Station Epsilon. Neutralize its defenders first, and it will surrender.", -1)
$end_multi_text

$Formula: ( and 
   ( is-goal-true-delay 
      "Force Station to Surrender" 
      0 
   )
   ( not 
      ( is-destroyed-delay 
         0 
         "Supply Station Epsilon" 
      )
   )
)
$Multi text
    XSTR("Supply Station Epsilon contained tens of thousands of surplus UEF weapons and munitions. Its successful capture means that we can immediately begin fielding the captured Kentauroi interceptors as part of our air wing.

We have transferred the crew of Supply Station Epsilon to the brig of the GTD Hood, and its cargo to the GTL Hastings. We'll be scuttling the station in four hours, just as soon as the engineering team finishes stripping it of usable systems.

The Marcus Glaive functioned more or less as expected, minus the issue we had with the drive upon arrival. Engineering informs me that all systems remained well in the green throughout the engagement.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( is-goal-true-delay 
      "Eliminate Convoy" 
      0 
   )
   ( not 
      ( is-destroyed-delay 
         0 
         "Supply Station Epsilon" 
      )
   )
)
$Multi text
    XSTR("We successfully destroyed all of the Kadmos transports before they could jump to safety. So far, we have not been able to determine precisely what they were carrying - but given the substantial fighter and cruiser escort, it was probably vital.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( not 
      ( is-goal-true-delay 
         "Eliminate Convoy" 
         0 
      )
   )
   ( is-goal-true-delay 
      "Force Station to Surrender" 
      0 
   )
   ( not 
      ( is-destroyed-delay 
         0 
         "Supply Station Epsilon" 
      )
   )
)
$Multi text
    XSTR("The only thing we did not manage to do today was destroy all of the Kadmos transports from Supply Station Epsilon. Given the heavy fighter and warship escorts, it's likely that the cargo they were carrying was vital. It's unlikely that we will ever know what they were carrying.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( has-departed-delay 
      0 
      "UEFg Bradbury" 
   )
   ( not 
      ( is-destroyed-delay 
         0 
         "Supply Station Epsilon" 
      )
   )
)
$Multi text
    XSTR("We were not able to destroy the Bradbury, but we did successfully repel it. The Bradbury is commandeered by an ace crew, and the frame is the result of collaboration between olympus mons shipyards and the fedayeen - the UEF's intelligence and black ops division. As we saw for ourselves, the Bradbury is more extensively armed than most frigates.

Based on the nature of the Bradbury's deployment to Supply Station Epsilon, it's safe to assume that we will encounter it again in the future.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( is-destroyed-delay 
      0 
      "UEFg Bradbury" 
   )
   ( not 
      ( is-destroyed-delay 
         0 
         "Supply Station Epsilon" 
      )
   )
)
$Multi text
    XSTR("As I am sure you all noticed, the Bradbury was no normal frigate. We know that ship was modified by the fedayeen, the federation's intelligence and black-ops division, to match the performance of our own warships. This victory proves that the UEF is not going to achieve military victory through upgrading their existing warships.

We've dealt Netreba, Second Fleet, the Fedayeen, and the entire science division of the UEF a crippling blow today. Well done!", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Players		;! 1 total

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

+Weaponry Pool: (
	"Hellstar"	2
	"Ice Queen"	2
	"Aurora Wake"	2
	"Treb LRM"	420
	"Jaeger AAA"	800
	"Eos LRM"	180
	"Supernova#MG"	102
)

#Objects		;! 38 total

$Name: Alpha 1		;! Object #0
$Class: GTCv Bellerophon#Player
$Team: Friendly
$Location: -17863.488281, -0.003906, 6792.187500
$Orientation:
	0.059299, -0.655119, 0.753210,
	0.417937, -0.668931, -0.614719,
	0.906547, 0.351245, 0.234132
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 80000
+Special Shield Points: 1
+Group: 0
+Use Table Score:
+Score: 40

$Name: UET Anjira		;! Object #1
$Class: UET Kadmos
$Team: Hostile
$Location: 7654.541992, -0.010742, 2319.665771
$Orientation:
	-0.388492, -0.920957, -0.030402,
	0.921451, -0.388411, -0.008683,
	-0.003812, -0.031386, 0.999500
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Anjira Path" 200 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( has-time-elapsed 180 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 25000
+Group: 0
+Score: 400

$Name: UEC Sirius Edge		;! Object #2
$Class: UEC Sanctus
$Team: Hostile
$Team Color Setting: 1stFleet
$Location: 7946.308594, -297.411133, 820.851318
$Orientation:
	-0.112659, -0.639022, 0.760895,
	-0.502266, 0.697356, 0.511296,
	-0.857346, -0.324570, -0.399522
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret01
+Subsystem: Turret02
+Subsystem: Turret03
+Subsystem: Turret04
+Subsystem: Turret05
+Subsystem: Turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: Turret09
+Subsystem: Turret10
+Subsystem: Turret11
+Subsystem: Turret12
+Subsystem: Turret13
+Subsystem: Turret14
+Subsystem: Turret15
+Subsystem: Turret16
+Subsystem: Turret17
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Sirius Edge - Exit" 
   8 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 2
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 200

$Name: UET Azure		;! Object #3
$Class: UET Kadmos
$Team: Hostile
$Location: 7198.685547, -574.459290, 2148.431396
$Orientation:
	-0.763816, -0.645436, 0.000000,
	0.645436, -0.763816, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Azure Path" 200 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( has-time-elapsed 180 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 25000
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: UET Silvershard		;! Object #4
$Class: UET Kadmos
$Team: Hostile
$Location: 7329.010254, -418.357758, 1950.050049
$Orientation:
	-0.916486, -0.400070, 0.000000,
	0.400070, -0.916486, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Anjira Path" 200 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( has-time-elapsed 180 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 25000
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Intrasystem Gate		;! Object #5
$Class: Intrasystem Gate
$Team: Hostile
$Location: 6843.554688, 1.644531, 12554.805664
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

$Name: Supply Epsilon Refinery		;! Object #6
$Class: Gas Refinery
$Team: Hostile
$Location: 8483.673828, 354.685181, 909.471802
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 200

$Name: UET Tranquil Whisper		;! Object #7
$Class: UET Kadmos
$Team: Hostile
$Location: 7470.339844, -232.138748, 2181.544189
$Orientation:
	-0.351787, -0.935785, 0.023585,
	0.935824, -0.350988, 0.032294,
	-0.021942, 0.033432, 0.999200
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Tranquil Whisper Path" 200 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( has-time-elapsed 180 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 25000
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Supply Epsilon Platform		;! Object #8
$Class: Cargo Platform
$Team: Hostile
$Location: 8764.349609, 26.104101, 1611.222412
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 200

$Name: Supply Station Epsilon		;! Object #9
$Class: UEI Trident
$Team: Hostile
$Location: 8625.099609, 17.900000, 1186.400024
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret02
+Subsystem: Turret03
+Subsystem: turret04
+Subsystem: turret05
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 3
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 150

$Name: UEC Dreamcatcher		;! Object #10
$Class: UEC Custos
$Team: Hostile
$Location: 7445.452637, -263.491608, 2789.008057
$Orientation:
	-0.772259, -0.635308, 0.000000,
	0.635308, -0.772259, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "Dreamcatcher - Exit" 
   6 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 2
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 50

$Name: 41st Bladedancers Alpha 1		;! Object #11
$Class: UEF Uhlan
$Team: Hostile
$Location: 7707.560547, 66.815552, 3216.160400
$Orientation:
	-0.795119, -0.606454, 0.000000,
	0.606454, -0.795119, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Alpha 2		;! Object #12
$Class: UEF Uhlan
$Team: Hostile
$Location: 7780.904785, 122.760880, 3084.030518
$Orientation:
	-0.795119, -0.606454, 0.000000,
	0.606454, -0.795119, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Alpha 3		;! Object #13
$Class: UEF Uhlan
$Team: Hostile
$Location: 7856.041016, 180.067505, 3194.902588
$Orientation:
	-0.795119, -0.606454, 0.000000,
	0.606454, -0.795119, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Delta 1		;! Object #14
$Class: UEF Uhlan
$Team: Hostile
$Location: 7670.816895, 20.513008, 1707.295410
$Orientation:
	-0.059169, -0.998249, -0.000000,
	0.998249, -0.059169, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Delta 2		;! Object #15
$Class: UEF Uhlan
$Team: Hostile
$Location: 7680.068359, 176.663605, 1586.596436
$Orientation:
	-0.059169, -0.998248, 0.000000,
	0.998248, -0.059169, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Delta 3		;! Object #16
$Class: UEF Uhlan
$Team: Hostile
$Location: 7684.799316, 256.396729, 1712.719482
$Orientation:
	-0.059169, -0.998248, 0.000000,
	0.998248, -0.059169, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Gamma 1		;! Object #17
$Class: UEF Uhlan
$Team: Hostile
$Location: 7000.945313, -823.644531, 2491.107422
$Orientation:
	-0.434249, 0.900795, 0.000000,
	-0.900795, -0.434249, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Gamma 2		;! Object #18
$Class: UEF Uhlan
$Team: Hostile
$Location: 7044.841309, -914.714111, 2362.282471
$Orientation:
	-0.434248, 0.900793, 0.000000,
	-0.900793, -0.434248, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Gamma 3		;! Object #19
$Class: UEF Uhlan
$Team: Hostile
$Location: 7095.136719, -1019.036438, 2470.435791
$Orientation:
	-0.434248, 0.900793, 0.000000,
	-0.900793, -0.434248, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Beta 1		;! Object #20
$Class: UEF Uhlan
$Team: Hostile
$Location: 7316.511719, -425.965973, 3456.997559
$Orientation:
	0.758362, -0.651834, -0.000000,
	0.651834, 0.758362, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Beta 2		;! Object #21
$Class: UEF Uhlan
$Team: Hostile
$Location: 7260.488770, -377.815186, 3378.760742
$Orientation:
	0.758362, -0.651834, 0.000000,
	0.651834, 0.758362, -0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: 41st Bladedancers Beta 3		;! Object #22
$Class: UEF Uhlan
$Team: Hostile
$Location: 7217.676758, -341.020081, 3438.714355
$Orientation:
	0.758362, -0.651834, 0.000000,
	0.651834, 0.758362, -0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maul" "Rapier" )
+Secondary Banks: ( "Grimler" "Hellfire" "Hellfire" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10

$Name: UESG Watchdog		;! Object #23
$Class: GTSG Watchdog
$Team: Hostile
$Location: 7116.573242, -497.468201, 861.899292
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 2		;! Object #24
$Class: GTSG Watchdog
$Team: Hostile
$Location: 7512.972168, -412.209686, 1135.120361
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 3		;! Object #25
$Class: GTSG Watchdog
$Team: Hostile
$Location: 8003.054199, -302.929474, 1467.590820
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 4		;! Object #26
$Class: GTSG Watchdog
$Team: Hostile
$Location: 8794.698242, 7.739746, 1821.461914
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 5		;! Object #27
$Class: GTSG Watchdog
$Team: Hostile
$Location: 9133.992188, 203.643250, 1887.424316
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 6		;! Object #28
$Class: GTSG Watchdog
$Team: Hostile
$Location: 9585.773438, 457.201355, 1985.221558
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 7		;! Object #29
$Class: GTSG Watchdog
$Team: Hostile
$Location: 9683.302734, 810.706543, 1598.351074
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 8		;! Object #30
$Class: GTSG Watchdog
$Team: Hostile
$Location: 9259.169922, 736.352051, 1282.983643
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 9		;! Object #31
$Class: GTSG Watchdog
$Team: Hostile
$Location: 8945.989258, 686.597351, 1043.076782
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 10		;! Object #32
$Class: GTSG Watchdog
$Team: Hostile
$Location: 8202.486328, 401.861572, 701.116821
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 11		;! Object #33
$Class: GTSG Watchdog
$Team: Hostile
$Location: 7862.553223, 208.052124, 631.660767
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: UESG Watchdog 12		;! Object #34
$Class: GTSG Watchdog
$Team: Hostile
$Location: 7378.315430, -54.515640, 514.270996
$Orientation:
	-0.112657, -0.639023, 0.760893,
	-0.502266, 0.697355, 0.511297,
	-0.857343, -0.324569, -0.399521
$AI Behavior: None
+AI Class: Level-1
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "Maul" )
+Subsystem: turret02a
+Primary Banks: ( "Maul" )
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 1

$Name: Lambda 1		;! Object #35
$Class: GTT Argo
$Team: Friendly
$Location: 7897.750977, 444.429932, 2411.086914
$Orientation:
	-0.579836, 0.218475, -0.784897,
	0.776134, 0.441138, -0.450574,
	0.247809, -0.870443, -0.425353
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 9" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( is-goal-true-delay 
   "Eliminate Defenders" 
   63 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: UEFg Bradbury		;! Object #36
$Class: UEFg Karuna MK2
$Team: Hostile
$Location: 12972.050781, -1430.306641, 5883.330078
$Orientation:
	0.725981, -0.542679, 0.422465,
	0.671893, 0.690744, -0.267313,
	-0.146747, 0.477904, 0.866068
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "MGWaypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Secondary Banks: ( "Apocalypse#Karuna" )
+Sbank Ammo: ( 0 )
+Subsystem: turret13
+Secondary Banks: ( "Apocalypse#Karuna" )
+Sbank Ammo: ( 0 )
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret32
+Sbank Ammo: ( 0 0 )
$Arrival Location: In front of ship
+Arrival Distance: 2000
$Arrival Anchor: Dummy 1
$Arrival Cue: ( is-event-true-delay 
   "Bradbury Entry" 
   0 
)
$Departure Location: Hyperspace
+Departure delay: 10
$Departure Cue: ( and 
   ( <= ( hits-left "UEFg Bradbury" ) 40 ) 
   ( not 
      ( is-disabled-delay 0 "Alpha 1" ) 
   )
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 180000
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 500

$Name: Dummy 1		;! Object #37
$Class: GTNB Pharos
$Team: Friendly
$Location: 2109.673340, 0.001465, 6585.452148
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "protect-ship" "no-shields" "invulnerable" "hidden-from-sensors" "beam-protect-ship" "flak-protect-ship" "laser-protect-ship" "missile-protect-ship" "stealth" "friendly-stealth-invisible" )
+Flags2: ( "immobile" "cloaked" "no_collide" )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 0

#Wings		;! 5 total

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! Alpha 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Alpha 1"
)
+Hotkey: 0
+Flags: ( )

$Name: 41st Bladedancers Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 41st Bladedancers Alpha 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"41st Bladedancers Alpha 1"
	"41st Bladedancers Alpha 2"
	"41st Bladedancers Alpha 3"
)
+Flags: ( )

$Name: 41st Bladedancers Beta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 41st Bladedancers Beta 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"41st Bladedancers Beta 1"
	"41st Bladedancers Beta 2"
	"41st Bladedancers Beta 3"
)
+Flags: ( )

$Name: 41st Bladedancers Gamma
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 41st Bladedancers Gamma 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"41st Bladedancers Gamma 1"
	"41st Bladedancers Gamma 2"
	"41st Bladedancers Gamma 3"
)
+Flags: ( )

$Name: 41st Bladedancers Delta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0		;! 41st Bladedancers Delta 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"41st Bladedancers Delta 1"
	"41st Bladedancers Delta 2"
	"41st Bladedancers Delta 3"
)
+Flags: ( )

#Events		;! 109 total

$Formula: ( every-time 
   ( true ) 
   ( when 
      ( > 
         ( engine-recharge-pct "Alpha 1" ) 
         99 
      )
      ( change-ai-class "Level-6" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            99 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            82 
         )
      )
      ( change-ai-class "Level-5" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            83 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            48 
         )
      )
      ( change-ai-class "Level-4" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            49 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            30 
         )
      )
      ( change-ai-class "Level-3" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            31 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            12 
         )
      )
      ( change-ai-class "Level-2" "Alpha 1" ) 
   )
   ( when 
      ( and 
         ( < 
            ( engine-recharge-pct "Alpha 1" ) 
            13 
         )
         ( > 
            ( engine-recharge-pct "Alpha 1" ) 
            -1 
         )
      )
      ( change-ai-class "Level-1" "Alpha 1" ) 
   )
)
+Name: ETSControl - Turrets
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( true ) 
   ( when 
      ( > 
         ( shield-recharge-pct "Alpha 1" ) 
         99 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 5" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 5" 
         "Engines" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 5" 
         "Weapons" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            99 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            82 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 20" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 20" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 20" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            83 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            48 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 40" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 40" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 40" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            49 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            30 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 60" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 60" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 60" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            31 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            12 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 80" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 80" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 80" 
         "Engines" 
      )
   )
   ( when 
      ( and 
         ( < 
            ( shield-recharge-pct "Alpha 1" ) 
            13 
         )
         ( > 
            ( shield-recharge-pct "Alpha 1" ) 
            -1 
         )
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 100" 
         "Hull" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 100" 
         "Weapons" 
      )
      ( set-armor-type 
         "Alpha 1" 
         ( true ) 
         "Heavy Armor 100" 
         "Weapons" 
      )
   )
)
+Name: ETSControl - Armor
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( >= 
      ( mission-time-msecs ) 
      ( + @Passive-Weapon-Recharge[0] 1200 ) 
   )
   ( set-weapon-energy 
      ( + ( weapon-energy-pct "Alpha 1" ) 1 ) 
      "Alpha 1" 
   )
   ( modify-variable 
      @Passive-Weapon-Recharge[0] 
      ( mission-time-msecs ) 
   )
)
+Name: Passive Beam Charge
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( < 
      ( hits-left "Alpha 1" ) 
      @Armor-Cap[100] 
   )
   ( modify-variable 
      @Armor-Cap[100] 
      ( - 
         100 
         ( / 
            2 
            ( - 100 ( hits-left "Alpha 1" ) ) 
         )
      )
   )
)
+Name: Set Regen Armor Cap
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-ship-class 
      "GTCv Bellerophon#Player" 
      "Alpha 1" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFD" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDA" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDB" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDC" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDD" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDE" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDF" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDG" 
   )
   ( hud-set-custom-gauge-active 
      ( true ) 
      "BPLowerRightMFDH" 
   )
)
+Name: TacCmdSetup
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Ability-In-Use[0] 0 ) 
      ( true ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "[1] Sprint Drive" 
   )
   ( hud-set-text 
      "BPLowerRightMFDE" 
      "[2] Main Weapon Surge" 
   )
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[3] ECM Recharge" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "[4] Armor Sealant" 
   )
   ( hud-set-text "BPLowerRightMFDH" "" ) 
)
+Name: TacCmdReady
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "4" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( = @Active-Armor-Running[0] 0 ) 
      ( < @Overload-State[0] 75 ) 
      ( < 
         ( hits-left "Alpha 1" ) 
         @Armor-Cap[100] 
      )
   )
   ( key-reset "4" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @Active-Armor-Running[0] 
      1 
   )
)
+Name: ArmorRegenOn
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( or 
      ( and 
         ( >= @Overload-State[0] 75 ) 
         ( = @Active-Armor-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
      ( and 
         ( key-pressed "4" ) 
         ( = @Active-Armor-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
      ( and 
         ( >= 
            ( hits-left "Alpha 1" ) 
            @Armor-Cap[100] 
         )
         ( = @Active-Armor-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
   )
   ( key-reset "4" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @Active-Armor-Running[0] 
      0 
   )
)
+Name: ArmorRegenOff
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Active-Armor-Running[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + 
            @Last-Repeating-Ability-Time[0] 
            3200 
         )
      )
      ( < 
         ( hits-left "Alpha 1" ) 
         @Armor-Cap[100] 
      )
   )
   ( repair-subsystem "Alpha 1" "Hull" 1 ) 
   ( modify-variable 
      @Last-Repeating-Ability-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 2 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "Armor Sealant ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFDE" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[4] Deactivate" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "    Active Armor" 
   )
   ( hud-set-text "BPLowerRightMFDh" "" ) 
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
)
+Name: ArmorRegen
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Ability-In-Use[0] 0 ) 
      ( > @Overload-State[0] 0 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Overload-Cooldown-Time[0] 3800 ) 
      )
   )
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( - @Overload-State[0] 1 ) 
   )
   ( repair-subsystem 
      "Alpha 1" 
      "Sensors" 
      10 
   )
)
+Name: OverloadCooldown
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "3" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( = @ECM-Recharge-Running[0] 0 ) 
      ( < 
         ( get-num-countermeasures "Alpha 1" ) 
         3 
      )
   )
   ( key-reset "3" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @ECM-Recharge-Running[0] 
      1 
   )
)
+Name: ECMRechargeOn
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( or 
      ( and 
         ( = @ECM-Recharge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
         ( >= 
            ( get-num-countermeasures "Alpha 1" ) 
            3 
         )
      )
      ( and 
         ( key-pressed "3" ) 
         ( = @ECM-Recharge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
   )
   ( key-reset "3" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @ECM-Recharge-Running[0] 
      0 
   )
)
+Name: ECMRechargeOff
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @ECM-Recharge-Running[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + 
            @Last-Repeating-Ability-Time[0] 
            8000 
         )
      )
   )
   ( set-num-countermeasures 
      "Alpha 1" 
      ( + 
         ( get-num-countermeasures "Alpha 1" ) 
         1 
      )
   )
   ( modify-variable 
      @Last-Repeating-Ability-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 3 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "ECM Recharger ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFDE" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[3] Deactivate" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "    ECM Recharger" 
   )
   ( hud-set-text "BPLowerRightMFDh" "" ) 
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
)
+Name: ECMRecharge
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( key-pressed "2" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( = @Beam-Surge-Running[0] 0 ) 
      ( < 
         ( weapon-energy-pct "Alpha 1" ) 
         98 
      )
   )
   ( key-reset "2" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @Beam-Surge-Running[0] 
      1 
   )
)
+Name: BeamSurgeOn
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( or 
      ( and 
         ( >= 
            ( weapon-energy-pct "Alpha 1" ) 
            98 
         )
         ( = @Beam-Surge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
      ( and 
         ( key-pressed "2" ) 
         ( = @Beam-Surge-Running[0] 1 ) 
         ( = @Ability-In-Use[0] 1 ) 
      )
   )
   ( key-reset "2" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @Beam-Surge-Running[0] 
      0 
   )
)
+Name: BeamSurgeOff
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Beam-Surge-Running[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + 
            @Last-Repeating-Ability-Time[0] 
            320 
         )
      )
   )
   ( set-weapon-energy 
      ( + ( weapon-energy-pct "Alpha 1" ) 2 ) 
      "Alpha 1" 
   )
   ( modify-variable 
      @Last-Repeating-Ability-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 1 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFDC" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDD" 
      "Beam Surge ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFDE" "" ) 
   ( hud-set-text 
      "BPLowerRightMFDF" 
      "[2] Deactivate" 
   )
   ( hud-set-text 
      "BPLowerRightMFDG" 
      "    Beam Surge" 
   )
   ( hud-set-text "BPLowerRightMFDh" "" ) 
   ( modify-variable 
      @Overload-Cooldown-Time[0] 
      ( mission-time-msecs ) 
   )
)
+Name: BeamSurge
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Last-Overload-Effect[0] 3000 ) 
      )
      ( >= @Overload-State[0] 50 ) 
      ( < @Overload-State[0] 75 ) 
   )
   ( modify-variable 
      @Last-Overload-Effect[0] 
      ( mission-time-msecs ) 
   )
   ( set-subsystem-strength 
      "Alpha 1" 
      "Sensors" 
      10 
   )
)
+Name: OverloadDisrupt
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Last-Overload-Effect[0] 2200 ) 
      )
      ( >= @Overload-State[0] 75 ) 
      ( < @Overload-State[0] 100 ) 
   )
   ( sabotage-subsystem 
      "Alpha 1" 
      "Hull" 
      1 
   )
   ( modify-variable 
      @Last-Overload-Effect[0] 
      ( mission-time-msecs ) 
   )
   ( set-subsystem-strength 
      "Alpha 1" 
      "Sensors" 
      10 
   )
)
+Name: OverloadDamage
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( >= @Overload-State[0] 100 ) 
   ( self-destruct "Alpha 1" ) 
)
+Name: OverloadSelfDestruct
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( key-pressed "1" ) 
      ( = @Ability-In-Use[0] 0 ) 
      ( not 
         ( or 
            ( is-subsystem-destroyed-delay 
               "Alpha 1" 
               "Navigation" 
               0 
            )
            ( < 
               ( hits-left-subsystem-specific 
                  "Alpha 1" 
                  "Engines" 
               )
               50 
            )
         )
      )
      ( = @Tac-Warp-Running[0] 0 ) 
      ( = @Tac-Warp-S1-Finished[0] 0 ) 
      ( = @Tac-Warp-S2-Finished[0] 0 ) 
      ( = @Tac-Warp-S3-Finished[0] 0 ) 
      ( has-time-elapsed 37 ) 
   )
   ( modify-variable 
      @Ability-In-Use[0] 
      1 
   )
   ( modify-variable 
      @Tac-Warp-Time[0] 
      ( mission-time-msecs ) 
   )
   ( modify-variable 
      @Overload-State[0] 
      ( + @Overload-State[0] 30 ) 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "TAC CTRL" 
   )
   ( hud-set-text "BPLowerRightMFDA" "" ) 
   ( hud-set-message 
      "BPLowerRightMFDB" 
      "OVERLOADSTATE" 
   )
   ( hud-set-text "BPLowerRightMFD" "" ) 
   ( hud-set-text 
      "BPLowerRightMFD" 
      "Sprint Drive ONLINE" 
   )
   ( hud-set-text "BPLowerRightMFD" "" ) 
   ( hud-set-text 
      "BPLowerRightMFD" 
      "Trajectory Resolved" 
   )
   ( hud-set-text 
      "BPLowerRightMFD" 
      "Transferring Power" 
   )
   ( hud-set-text "BPLowerRightMFD" "" ) 
   ( clear-goals "Alpha 1" ) 
   ( add-goal 
      "Alpha 1" 
      ( ai-play-dead 101 ) 
   )
   ( lock-primary-weapon "Alpha 1" ) 
   ( lock-secondary-weapon "Alpha 1" ) 
   ( ship-lat-maneuver 
      "Alpha 1" 
      5000 
      0 
      0 
      350 
      ( true ) 
   )
   ( player-use-ai ) 
   ( modify-variable 
      @Tac-Warp-Running[0] 
      1 
   )
   ( modify-variable 
      @Tac-Warp-S1-Finished[0] 
      1 
   )
)
+Name: TACWarpStage1
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( = @Tac-Warp-Running[0] 1 ) 
      ( = @Ability-In-Use[0] 1 ) 
      ( = @Tac-Warp-S1-Finished[0] 1 ) 
      ( = @Tac-Warp-S2-Finished[0] 0 ) 
      ( = @Tac-Warp-S3-Finished[0] 0 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Tac-Warp-Time[0] 4500 ) 
      )
   )
   ( modify-variable 
      @Tac-Warp-S2-Finished[0] 
      1 
   )
   ( warp-effect 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         400 
      )
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         400 
      )
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         400 
      )
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
      500 
      6 
      "<none>" 
      "<none>" 
      0 
      0 
   )
   ( fade-out 1500 1 ) 
)
+Name: TACWarpStage2
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( every-time 
   ( and 
      ( = @Tac-Warp-Running[0] 1 ) 
      ( = @Ability-In-Use[0] 1 ) 
      ( = @Tac-Warp-S1-Finished[0] 1 ) 
      ( = @Tac-Warp-S2-Finished[0] 1 ) 
      ( = @Tac-Warp-S3-Finished[0] 0 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Tac-Warp-Time[0] 6000 ) 
      )
   )
   ( set-object-position 
      "Alpha 1" 
      @Tac-Warp-Destination-X[0] 
      @Tac-Warp-Destination-Y[0] 
      @Tac-Warp-Destination-Z[0] 
   )
   ( set-object-speed-z 
      "Alpha 1" 
      150 
      ( true ) 
   )
   ( modify-variable 
      @Tac-Warp-S3-Finished[0] 
      1 
   )
)
+Name: TACWarpStage3
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Tac-Warp-Running[0] 1 ) 
      ( = @Ability-In-Use[0] 1 ) 
      ( = @Tac-Warp-S1-Finished[0] 1 ) 
      ( = @Tac-Warp-S2-Finished[0] 1 ) 
      ( = @Tac-Warp-S3-Finished[0] 1 ) 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Tac-Warp-Time[0] 6500 ) 
      )
   )
   ( player-not-use-ai ) 
   ( unlock-primary-weapon "Alpha 1" ) 
   ( unlock-secondary-weapon "Alpha 1" ) 
   ( fade-in 2000 ) 
   ( modify-variable 
      @Tac-Warp-Running[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-S1-Finished[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-S2-Finished[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-S3-Finished[0] 
      0 
   )
   ( key-reset "1" ) 
   ( modify-variable 
      @Ability-In-Use[0] 
      0 
   )
   ( modify-variable 
      @Tac-Warp-Mode-Selected[0] 
      0 
   )
)
+Name: TACWarpStage4
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time-argument 
   ( any-of 
      "Intrasystem Gate" 
      "UEFg Bradbury" 
      "Supply Station Epsilon" 
      "UET Anjira" 
      "UEC Dreamcatcher" 
      "UEC Sirius Edge" 
      "UET Tranquil Whisper" 
      "UET Azure" 
      "UET Silvershard" 
   )
   ( and 
      ( key-pressed "1" ) 
      ( targeted "<argument>" ) 
      ( is-facing "Alpha 1" "<argument>" 5 ) 
      ( = @Tac-Warp-Mode-Selected[0] 0 ) 
   )
   ( modify-variable 
      @Tac-Warp-Target-Distance[0] 
      ( - 
         ( distance "Alpha 1" "<argument>" ) 
         2800 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-X[0] 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         @Tac-Warp-Target-Distance[0] 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Y[0] 
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         @Tac-Warp-Target-Distance[0] 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Z[0] 
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         @Tac-Warp-Target-Distance[0] 
      )
   )
   ( modify-variable 
      @Tac-Warp-Mode-Selected[0] 
      1 
   )
)
+Name: TACWarpAttackMode
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time-argument 
   ( any-of 
      "Intrasystem Gate" 
      "UEFg Bradbury" 
      "Supply Station Epsilon" 
      "UET Anjira" 
      "UEC Dreamcatcher" 
      "UEC Sirius Edge" 
      "UET Tranquil Whisper" 
      "UET Azure" 
      "UET Silvershard" 
   )
   ( and 
      ( key-pressed "1" ) 
      ( = @Tac-Warp-Mode-Selected[0] 0 ) 
      ( not 
         ( and 
            ( targeted "<argument>" ) 
            ( is-facing "Alpha 1" "<argument>" 5 ) 
         )
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-X[0] 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         8000 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Y[0] 
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         8000 
      )
   )
   ( modify-variable 
      @Tac-Warp-Destination-Z[0] 
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         8000 
      )
   )
   ( modify-variable 
      @Tac-Warp-Mode-Selected[0] 
      1 
   )
)
+Name: TACWarpEscapeMode
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( false ) 
   ( modify-variable 
      @Overload-State[0] 
      30 
   )
)
+Name: MissionWarpin?
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( break-warp "Alpha 1" ) 
)
+Name: PlayerWarpOff
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( and 
         ( is-goal-true-delay 
            "Repel Bradbury" 
            5 
         )
         ( is-goal-true-delay 
            "Force Station to Surrender" 
            5 
         )
      )
      ( < @Overload-State[0] 70 ) 
   )
   ( fix-warp "Alpha 1" ) 
)
+Name: SafeRTB
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( ship-subsys-guardian-threshold 
      70 
      "Alpha 1" 
      "Communication" 
   )
   ( ship-subsys-guardian-threshold 
      9 
      "Alpha 1" 
      "Sensors" 
   )
   ( ship-subsys-guardian-threshold 
      1 
      "Alpha 1" 
      "Weapons" 
   )
)
+Name: SubsysGuardian
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: ===============================
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( destroyed-or-departed-delay 
      5 
      "41st Bladedancers Alpha" 
      "41st Bladedancers Beta" 
      "41st Bladedancers Gamma" 
      "41st Bladedancers Delta" 
      "UEC Sirius Edge" 
      "UEC Dreamcatcher" 
   )
   ( do-nothing ) 
)
+Name: Directive - Blow up defenders
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Repel/Destroy Defenders", -1)

$Formula: ( when 
   ( is-event-true-delay "Surrender 5" 0 ) 
   ( do-nothing ) 
)
+Name: Directive - Surrender
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Force Station to Surrender", -1)

$Formula: ( when 
   ( has-arrived-delay 3 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: Directive - Bradbury 1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( destroyed-or-departed-delay 
      0 
      "UEFg Bradbury" 
   )
   ( do-nothing ) 
)
+Name: Directive - Bradbury 2
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Repel/Destroy Bradbury", -1)

$Formula: ( when 
   ( is-event-true-delay 
      "Arrival MSG 5" 
      5 
   )
   ( do-nothing ) 
)
+Name: Directive - Transports 1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 
      5 
      "UET Azure" 
      "UET Anjira" 
      "UET Silvershard" 
      "UET Tranquil Whisper" 
   )
   ( do-nothing ) 
)
+Name: Directive - Transports 2
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy Convoy", -1)

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: ===============================
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( clear-goals "Alpha 1" ) 
   ( add-goal 
      "Alpha 1" 
      ( ai-play-dead 89 ) 
   )
   ( player-use-ai ) 
   ( lock-primary-weapon "Alpha 1" ) 
   ( lock-secondary-weapon "Alpha 1" ) 
)
+Name: Locked Stuff
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-time-elapsed 1 ) 
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: off course" 
   )
   ( player-not-use-ai ) 
   ( unlock-primary-weapon "Alpha 1" ) 
   ( unlock-secondary-weapon "Alpha 1" ) 
)
+Name: Arrival MSG 1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Engineering" 
      "High" 
      "eng: drive good" 
   )
   ( validate-goal "Eliminate Convoy" ) 
)
+Name: Arrival MSG 2
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Tactical" 
      "High" 
      "tac: transports!" 
   )
)
+Name: Arrival MSG 3
+Repeat Count: 1
+Interval: 1
+Chained: 6

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Astrometrics" 
      "High" 
      "astro: our bad" 
   )
)
+Name: Arrival MSG 4
+Repeat Count: 1
+Interval: 1
+Chained: 13

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Engineering" 
      "High" 
      "eng: its up" 
   )
)
+Name: Arrival MSG 5
+Repeat Count: 1
+Interval: 1
+Chained: 16

$Formula: ( when 
   ( true ) 
   ( training-msg 
      "sprint drive tutorial" 
      "sprint drive tutorial" 
      0 
      15 
   )
)
+Name: Arrival MSG 6
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( has-time-elapsed 35 ) 
   ( add-goal 
      "41st Bladedancers Alpha" 
      ( ai-chase "Alpha 1" 89 ) 
   )
   ( add-goal 
      "41st Bladedancers Beta" 
      ( ai-chase "Alpha 1" 89 ) 
   )
   ( add-goal 
      "41st Bladedancers Gamma" 
      ( ai-chase "Alpha 1" 89 ) 
   )
   ( add-goal 
      "41st Bladedancers Delta" 
      ( ai-chase "Alpha 1" 89 ) 
   )
   ( modify-variable 
      @Attacking-Dreamcatcher[0] 
      1 
   )
   ( modify-variable 
      @Attacking-SiriusEdge[0] 
      1 
   )
   ( add-goal 
      "UEC Dreamcatcher" 
      ( ai-waypoints-once "MGWaypoint" 89 ) 
   )
   ( add-goal 
      "UEC Sirius Edge" 
      ( ai-waypoints-once "MGWaypoint" 89 ) 
   )
)
+Name: Stuff turns to Attack
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-goal-true-delay 
      "Eliminate Defenders" 
      0 
   )
   ( protect-ship 
      "Supply Station Epsilon" 
   )
   ( protect-ship 
      "Supply Epsilon Platform" 
   )
   ( protect-ship 
      "Supply Epsilon Refinery" 
   )
)
+Name: Begin Surrender
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: surrender!" 
   )
)
+Name: Surrender 1
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Supply Station Epsilon" 
      "High" 
      "station: shit, ok" 
   )
)
+Name: Surrender 2
+Repeat Count: 1
+Interval: 1
+Chained: 10

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: for serious?" 
   )
)
+Name: Surrender 3
+Repeat Count: 1
+Interval: 1
+Chained: 9

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Supply Station Epsilon" 
      "High" 
      "station: yep" 
   )
)
+Name: Surrender 4
+Repeat Count: 1
+Interval: 1
+Chained: 8

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#XO" 
      "High" 
      "xo: sentry grid down" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 2" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 3" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 4" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 5" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 6" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 7" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 8" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 9" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 10" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 11" 
   )
   ( change-iff 
      "Surrendered" 
      "UESG Watchdog 12" 
   )
   ( change-iff 
      "Surrendered" 
      "Supply Epsilon Refinery" 
   )
   ( change-iff 
      "Surrendered" 
      "Supply Epsilon Platform" 
   )
   ( change-iff 
      "Surrendered" 
      "Supply Station Epsilon" 
   )
)
+Name: Surrender 5
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: lambda go" 
   )
)
+Name: Surrender 6
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Lambda 1" 
      "High" 
      "lambda 1: affirmative" 
   )
)
+Name: Surrender 7
+Repeat Count: 1
+Interval: 1
+Chained: 5

$Formula: ( when 
   ( has-arrived-delay 5 "Lambda 1" ) 
   ( send-message 
      "Lambda 1" 
      "High" 
      "lambda 1: doing rendezvous" 
   )
)
+Name: Surrender 8
+Repeat Count: 1
+Interval: 1
+Chained: 15

$Formula: ( when 
   ( <= 
      ( distance 
         "Lambda 1" 
         "Supply Epsilon Platform" 
      )
      100 
   )
   ( clear-goals "Lambda 1" ) 
   ( add-goal 
      "Lambda 1" 
      ( ai-play-dead 89 ) 
   )
)
+Name: Surrender 9
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( true ) 
   ( send-message 
      "Lambda 1" 
      "High" 
      "lambda 1: headed in" 
   )
)
+Name: Surrender 10
+Repeat Count: 1
+Interval: 1
+Chained: 2

$Formula: ( when 
   ( destroyed-or-departed-delay 
      5 
      "UEFg Bradbury" 
   )
   ( send-message 
      "Lambda 1" 
      "High" 
      "lambda 1: station is ours" 
   )
)
+Name: Surrender 11
+Repeat Count: 1
+Interval: 1
+Chained: 30

$Formula: ( when 
   ( is-destroyed-delay 
      2 
      "Supply Station Epsilon" 
   )
   ( do-nothing ) 
)
+Name: Station destroyed
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Serkr" 
      "High" 
      "station breakup" 
   )
)
+Name: Station destroyed 1
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#XO" 
      "High" 
      "station breakup 2" 
   )
)
+Name: Station destroyed 2
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when ( true ) ( fade-out 3000 3 ) ) 
+Name: Fade out
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: End Mission
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when 
   ( is-destroyed-delay 2 "Lambda 1" ) 
   ( do-nothing ) 
)
+Name: Transport Destroyed 1
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: Transport Destroyed 2
+Repeat Count: 1
+Interval: 1
+Chained: 2

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: Transport Destroyed 3
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when ( true ) ( fade-out 3000 3 ) ) 
+Name: Fade Out
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: End Mission
+Repeat Count: 1
+Interval: 1
+Chained: 3

$Formula: ( every-time 
   ( and 
      ( <= 
         ( distance 
            "Alpha 1" 
            "UEC Sirius Edge" 
         )
         1500 
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "UEC Sirius Edge" 
         )
      )
      ( = @Attacking-SiriusEdge[0] 1 ) 
   )
   ( clear-goals "UEC Sirius Edge" ) 
   ( add-goal 
      "UEC Sirius Edge" 
      ( ai-waypoints-once 
         "Sirius Edge Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Attacking-SiriusEdge[0] 
      0 
   )
)
+Name: Sirius Edge - Break Off
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( <= 
         ( distance 
            "Alpha 1" 
            "UEC Dreamcatcher" 
         )
         1500 
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "UEC Dreamcatcher" 
         )
      )
      ( = @Attacking-Dreamcatcher[0] 1 ) 
   )
   ( clear-goals "UEC Dreamcatcher" ) 
   ( add-goal 
      "UEC Dreamcatcher" 
      ( ai-waypoints-once 
         "Dreamcatcher Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Attacking-Dreamcatcher[0] 
      0 
   )
)
+Name: Dreamcatcher - Break Off
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( distance 
            "Alpha 1" 
            "UEC Sirius Edge" 
         )
         3000 
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "UEC Sirius Edge" 
         )
      )
      ( = @Attacking-SiriusEdge[0] 0 ) 
      ( >= 
         ( hits-left "UEC Sirius Edge" ) 
         50 
      )
   )
   ( clear-goals "UEC Sirius Edge" ) 
   ( add-goal 
      "UEC Sirius Edge" 
      ( ai-waypoints-once "MGWaypoint" 89 ) 
   )
   ( modify-variable 
      @Attacking-SiriusEdge[0] 
      1 
   )
)
+Name: Sirius Edge - Attack!
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( distance 
            "Alpha 1" 
            "UEC Dreamcatcher" 
         )
         3000 
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "UEC Dreamcatcher" 
         )
      )
      ( = @Attacking-Dreamcatcher[0] 0 ) 
      ( >= 
         ( hits-left "UEC Dreamcatcher" ) 
         50 
      )
   )
   ( clear-goals "UEC Dreamcatcher" ) 
   ( add-goal 
      "UEC Dreamcatcher" 
      ( ai-waypoints-once "MGWaypoint" 89 ) 
   )
   ( modify-variable 
      @Attacking-Dreamcatcher[0] 
      1 
   )
)
+Name: Dreamcatcher - Attack!
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( < 
      ( hits-left "UEC Sirius Edge" ) 
      50 
   )
   ( add-goal 
      "UEC Sirius Edge" 
      ( ai-waypoints-once 
         "Sirius Edge Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Attacking-SiriusEdge[0] 
      0 
   )
)
+Name: Sirius Edge - Exit
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( < 
      ( hits-left "UEC Dreamcatcher" ) 
      50 
   )
   ( add-goal 
      "UEC Dreamcatcher" 
      ( ai-waypoints-once 
         "Dreamcatcher Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Attacking-Dreamcatcher[0] 
      0 
   )
)
+Name: Dreamcatcher - Exit
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 4 "UEFg Bradbury" ) 
   ( send-message 
      "#XO" 
      "High" 
      "xo: bradbury be here" 
   )
   ( validate-goal "Repel Bradbury" ) 
)
+Name: Bradbury Incoming
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: lets do it" 
   )
)
+Name: Bradbury 1
+Repeat Count: 1
+Interval: 1
+Chained: 11

$Formula: ( when 
   ( and 
      ( is-facing 
         "UEFg Bradbury" 
         "Alpha 1" 
         2 
      )
      ( <= 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         6000 
      )
   )
   ( send-message 
      "#Tactical" 
      "High" 
      "tac: bradbury is badass" 
   )
)
+Name: Bradbury 2
+Repeat Count: 1
+Interval: 1
+Chained: 7

$Formula: ( when 
   ( and 
      ( <= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine01a" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine02a" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine03a" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine04a" 
               0 
            )
         )
      )
      ( is-goal-true-delay 
         "Eliminate Convoy" 
         0 
      )
   )
   ( send-message 
      "UEFg Bradbury" 
      "High" 
      "bradbury: pulling out, fail" 
   )
)
+Name: Bradbury - Warpout Speech 1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( <= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine01a" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine02a" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine03a" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Engine04a" 
               0 
            )
         )
      )
      ( not 
         ( is-goal-true-delay 
            "Eliminate Convoy" 
            0 
         )
      )
   )
   ( send-message 
      "UEFg Bradbury" 
      "High" 
      "bradbury: pulling out, success" 
   )
)
+Name: Bradbury - Warpout Speech 2
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( <= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( is-disabled-delay 0 "UEFg Bradbury" ) 
   )
   ( send-message 
      "UEFg Bradbury" 
      "High" 
      "bradbury: disabled" 
   )
)
+Name: Bradbury - Warpout Speech 3
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 
         0 
         "UEFg Bradbury" 
      )
      ( is-goal-true-delay 
         "Force Station to Surrender" 
         5 
      )
   )
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: bradbury down!" 
   )
   ( close-sound-from-file ( true ) ) 
)
+Name: Bradbury Down
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( fade-out 5000 3 ) ) 
+Name: Bradbury Down 1
+Repeat Count: 1
+Interval: 1
+Chained: 30
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: Bradbury Down 2
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( and 
      ( has-departed-delay 
         0 
         "UEFg Bradbury" 
      )
      ( is-goal-true-delay 
         "Force Station to Surrender" 
         5 
      )
   )
   ( send-message 
      "#Serkr" 
      "High" 
      "serkr: bradbury fleeing" 
   )
   ( close-sound-from-file ( true ) ) 
)
+Name: Bradbury Flee
+Repeat Count: 1
+Interval: 1
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( fade-out 5000 3 ) ) 
+Name: Bradbury Flee 1
+Repeat Count: 1
+Interval: 1
+Chained: 30
+Event Log Flags: ( "true" "false" )

$Formula: ( when ( true ) ( end-mission ) ) 
+Name: Bradbury Flee 2
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Event Log Flags: ( "true" "false" )

$Formula: ( when 
   ( <= 
      ( hits-left-subsystem-specific 
         "Alpha 1" 
         "Weapons" 
      )
      90 
   )
   ( send-message 
      "#Tactical" 
      "Normal" 
      "tac: light wpn dmg" 
   )
)
+Name: Weapon Damage 1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( <= 
      ( hits-left-subsystem-specific 
         "Alpha 1" 
         "Weapons" 
      )
      65 
   )
   ( send-message 
      "#Tactical" 
      "Normal" 
      "tac: med wpn dmg" 
   )
)
+Name: Weapon Damage 2
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( <= 
      ( hits-left-subsystem-specific 
         "Alpha 1" 
         "Weapons" 
      )
      40 
   )
   ( send-message 
      "#Tactical" 
      "Normal" 
      "tac: hvy wpn dmg" 
   )
)
+Name: Weapon Damage 3
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( <= 
      ( hits-left-subsystem-specific 
         "Alpha 1" 
         "Weapons" 
      )
      5 
   )
   ( send-message 
      "#Tactical" 
      "Normal" 
      "tac: wpn down" 
   )
)
+Name: Weapon Damage 4
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: ===============================
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( true ) 
   ( set-object-position 
      "MGWaypoint:1" 
      ( get-object-x "Alpha 1" ) 
      ( get-object-y "Alpha 1" ) 
      ( get-object-z "Alpha 1" ) 
   )
)
+Name: Waypoint Set - Marcus Glaive
+Repeat Count: 1
+Interval: 1

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: ===============================
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Placeholder1-Barrage[0] 2800 ) 
      )
      ( is-facing 
         "UEFg Bradbury" 
         "Alpha 1" 
         2 
      )
      ( > 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         3500 
      )
      ( <= 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         6000 
      )
   )
   ( modify-variable 
      @Placeholder1-Barrage[0] 
      ( mission-time-msecs ) 
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret09" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Gauss Cannon#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret09" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret09" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "turret09" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret10" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Gauss Cannon#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "turret10" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "turret10" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "turret10" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
)
+Name: Bradbury Barrage L
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Placeholder1-Barrage[0] 3000 ) 
      )
      ( is-facing 
         "UEFg Bradbury" 
         "Alpha 1" 
         2 
      )
      ( < 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         3500 
      )
   )
   ( modify-variable 
      @Placeholder1-Barrage[0] 
      ( mission-time-msecs ) 
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret26" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Mass Driver#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret26" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret26" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "Turret26" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret27" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Mass Driver#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret27" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret27" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "Turret27" 
         )
         ( get-object-pitch "UEFg Bradbury" ) 
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
)
+Name: Bradbury Barrage S
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( >= 
         ( mission-time-msecs ) 
         ( + @Placeholder1-Barrage[0] 1800 ) 
      )
      ( not 
         ( is-facing 
            "UEFg Bradbury" 
            "Alpha 1" 
            2 
         )
      )
      ( < 
         ( distance "UEFg Bradbury" "Alpha 1" ) 
         8000 
      )
      ( has-arrived-delay 2 "UEFg Bradbury" ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
   )
   ( modify-variable 
      @Placeholder1-Barrage[0] 
      ( mission-time-msecs ) 
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret12" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Apocalypse#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "Turret12" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "Turret12" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "Turret12" 
         )
         ( + 
            ( get-object-pitch "UEFg Bradbury" ) 
            -90 
         )
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
   ( when 
      ( and 
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "weapons" 
               0 
            )
         )
         ( not 
            ( is-subsystem-destroyed-delay 
               "UEFg Bradbury" 
               "Turret13" 
               0 
            )
         )
      )
      ( weapon-create 
         "UEFg Bradbury" 
         "Apocalypse#Karuna" 
         ( get-object-x 
            "UEFg Bradbury" 
            "turret13" 
         )
         ( get-object-y 
            "UEFg Bradbury" 
            "turret13" 
         )
         ( get-object-z 
            "UEFg Bradbury" 
            "turret13" 
         )
         ( + 
            ( get-object-pitch "UEFg Bradbury" ) 
            90 
         )
         ( get-object-bank "UEFg Bradbury" ) 
         ( get-object-heading "UEFg Bradbury" ) 
         "Alpha 1" 
      )
   )
)
+Name: Bradbury Barrage M
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( > 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         6000 
      )
      ( not 
         ( destroyed-or-departed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( != @Placeholder1-State[0] 0 ) 
      ( has-arrived-delay 0 "UEFg Bradbury" ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-waypoints-once "MGWaypoint" 89 ) 
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      0 
   )
)
+Name: Bradbury Chase
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( not 
         ( destroyed-or-departed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( != @Placeholder1-State[0] 1 ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( > 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         2800 
      )
      ( <= 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         6000 
      )
      ( has-arrived-delay 5 "UEFg Bradbury" ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-stay-still "Alpha 1" 89 ) 
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      1 
   )
)
+Name: Bradbury Hold Position
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( = @Placeholder1-State[0] 1 ) 
      ( not 
         ( destroyed-or-departed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( set-object-facing-object 
      "UEFg Bradbury" 
      "Alpha 1" 
      75000 
   )
)
+Name: Bradbury Track
+Repeat Count: 1
+Interval: 1

$Formula: ( every-time 
   ( and 
      ( <= 
         ( distance "Alpha 1" "UEFg Bradbury" ) 
         1800 
      )
      ( not 
         ( is-destroyed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( != @Placeholder1-State[0] 2 ) 
      ( >= ( hits-left "UEFg Bradbury" ) 40 ) 
      ( has-arrived-delay 5 "UEFg Bradbury" ) 
   )
   ( clear-goals "UEFg Bradbury" ) 
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-waypoints-once 
         "Bradbury Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      2 
   )
)
+Name: Bradbury Break Off
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( < ( hits-left "UEFg Bradbury" ) 40 ) 
      ( not 
         ( is-destroyed-delay 
            0 
            "UEFg Bradbury" 
         )
      )
      ( has-arrived-delay 5 "UEFg Bradbury" ) 
   )
   ( add-goal 
      "UEFg Bradbury" 
      ( ai-waypoints-once 
         "Bradbury Retreat" 
         89 
      )
   )
   ( modify-variable 
      @Placeholder1-State[0] 
      2 
   )
)
+Name: Bradbury Exit
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( and 
      ( != @Tac-Warp-Running[0] 1 ) 
      ( is-goal-true-delay 
         "Force Station to Surrender" 
         92 
      )
   )
   ( set-object-position 
      "Dummy 1" 
      ( get-object-x 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         -5000 
      )
      ( get-object-y 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         -5000 
      )
      ( get-object-z 
         "Alpha 1" 
         "<none>" 
         0 
         0 
         -5000 
      )
   )
   ( set-object-orientation 
      "Dummy 1" 
      ( + 
         ( get-object-pitch "Alpha 1" ) 
         180 
      )
      ( get-object-bank "Alpha 1" ) 
      ( get-object-heading "Alpha 1" ) 
   )
)
+Name: Bradbury Entry
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( play-sound-from-file 
      "SolarEchoes.ogg" 
      1 
   )
)
+Name: Start Music
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( has-arrived-delay 0 "UEFg Bradbury" ) 
   ( close-sound-from-file ( true ) ) 
)
+Name: Start Bradbury Music
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( play-sound-from-file 
      "survival.ogg" 
      1 
   )
)
+Name: Start Bradbury Music 2
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( or 
      ( <= 
         ( distance 
            "Alpha 1" 
            "41st Bladedancers Alpha" 
         )
         1200 
      )
      ( <= 
         ( distance 
            "Alpha 1" 
            "41st Bladedancers Beta" 
         )
         1200 
      )
      ( <= 
         ( distance 
            "Alpha 1" 
            "41st Bladedancers Gamma" 
         )
         1200 
      )
      ( <= 
         ( distance 
            "Alpha 1" 
            "41st Bladedancers Delta" 
         )
         1200 
      )
   )
   ( training-msg 
      "antifighter tutorial" 
      "antifighter tutorial" 
      0 
      14 
   )
)
+Name: Tutorial: Antifighter
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( training-msg 
      "ETS shield tutorial" 
      "ETS shield tutorial" 
      0 
      14 
   )
)
+Name: Tutorial : Shield ETS
+Repeat Count: 1
+Interval: 1
+Chained: 15

$Formula: ( when 
   ( has-arrived-delay 8 "UEFg Bradbury" ) 
   ( training-msg 
      "heading tutorial" 
      "heading tutorial" 
      0 
      14 
   )
)
+Name: Tutorial: Heading
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( training-msg "ecm" "ecm" 0 14 ) 
)
+Name: Tutorial: ECM
+Repeat Count: 1
+Interval: 1
+Chained: 15

$Formula: ( when 
   ( = 
      ( get-num-countermeasures "Alpha 1" ) 
      0 
   )
   ( training-msg 
      "ecm recharge" 
      "ecm recharge" 
      0 
      14 
   )
)
+Name: Tutorial: ECM Recharge
+Repeat Count: 1
+Interval: 1
+Chained: 15

#Goals		;! 4 total

$Type: Primary
+Name: Force Station to Surrender
$MessageNew:  XSTR("Force Station Surrender", -1)
$end_multi_text
$Formula: ( is-event-true-delay "Surrender 5" 0 ) 

$Type: Primary
+Name: Eliminate Defenders
$MessageNew:  XSTR("Eliminate Defenders", -1)
$end_multi_text
$Formula: ( destroyed-or-departed-delay 
   5 
   "41st Bladedancers Alpha" 
   "41st Bladedancers Beta" 
   "41st Bladedancers Gamma" 
   "41st Bladedancers Delta" 
   "UEC Sirius Edge" 
   "UEC Dreamcatcher" 
)

$Type: Primary
+Name: Eliminate Convoy
$MessageNew:  XSTR("", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 
   5 
   "UET Azure" 
   "UET Anjira" 
   "UET Silvershard" 
   "UET Tranquil Whisper" 
)
+Invalid

$Type: Primary
+Name: Repel Bradbury
$MessageNew:  XSTR("", -1)
$end_multi_text
$Formula: ( destroyed-or-departed-delay 
   5 
   "UEFg Bradbury" 
)
+Invalid

#Waypoints		;! 9 lists total

$Name: Anjira Path
$List: (		;! 1 points in list
	( 12560.660156, -722.102539, 13668.062500 )
)

$Name: Tranquil Whisper Path
$List: (		;! 1 points in list
	( 11633.676758, -618.095703, 7899.337891 )
)

$Name: Silvershard Path
$List: (		;! 1 points in list
	( 16138.428711, 1211.765137, 8789.437500 )
)

$Name: Azure Path
$List: (		;! 1 points in list
	( 12029.795898, -2700.742188, 10491.677734 )
)

$Name: MGWaypoint
$List: (		;! 1 points in list
	( 2551.397949, 0.010742, 6468.601563 )
)

$Name: Sirius Edge Retreat
$List: (		;! 1 points in list
	( 14714.943359, 0.010742, 3945.922363 )
)

$Name: Dreamcatcher Retreat
$List: (		;! 1 points in list
	( 13580.292969, 0.010742, 882.041748 )
)

$Name: Bradbury Retreat
$List: (		;! 1 points in list
	( 16092.695313, 2407.296875, 5493.814941 )
)

$Name: Waypoint path 9
$List: (		;! 3 points in list
	( 8513.646484, 256.656250, 2322.693848 )
	( 8695.144531, 164.708130, 2028.629395 )
	( 8757.937500, 111.551208, 1615.078125 )
)

#Messages		;! 44 total


$Name: OVERLOADSTATE
$Team: -1
$MessageNew:  XSTR("Overload State: $Overload-State %", -1)
$end_multi_text

$Name: serkr: surrender!
$Team: -1
$MessageNew:  XSTR("Supply Station Epsilon, this is Admiral Anton Serkr of the GTVA. Your defenders have been vaporized. Shut down your sentry network and prepare to be boarded. Or else you're next.", -1)
$end_multi_text

$Name: station: shit, ok
$Team: -1
$MessageNew:  XSTR("Hold your fire, hold your fire! We surrender! This is subcommander Michael Kolva, ranking officer aboard the station. Most of our crew is civilian. Do not open fire, we will comply with your demands!", -1)
$end_multi_text

$Name: serkr: for serious?
$Team: -1
$MessageNew:  XSTR("Please make sure that the order to surrender reaches all of your men. If there is a firefight inside that station, I will start turning compartments I don't need into molten slag.", -1)
$end_multi_text

$Name: station: yep
$Team: -1
$MessageNew:  XSTR("Understood. Give us two minutes and we'll have every firearm on the station safed and unloaded.", -1)
$end_multi_text

$Name: xo: sentry grid down
$Team: -1
$MessageNew:  XSTR("Admiral, looks like they just powered down the sentry grid.", -1)
$end_multi_text

$Name: serkr: lambda go
$Team: -1
$MessageNew:  XSTR("Lambda one, the battlespace has been cleared.", -1)
$end_multi_text

$Name: lambda 1: affirmative
$Team: -1
$MessageNew:  XSTR("Affirmative, admiral.", -1)
$end_multi_text

$Name: lambda 1: doing rendezvous
$Team: -1
$MessageNew:  XSTR("Matching velocities, initiating docking sequence.", -1)
$end_multi_text

$Name: lambda 1: headed in
$Team: -1
$MessageNew:  XSTR("System handshake is good. Marines are heading into the station now.", -1)
$end_multi_text

$Name: lambda 1: station is ours
$Team: -1
$MessageNew:  XSTR("Full sweep completed, admiral. The station is ours. All federation personnel aboard have been taken into custody.", -1)
$end_multi_text

$Name: station breakup
$Team: -1
$MessageNew:  XSTR("No...the station. It's breaking up.", -1)
$end_multi_text

$Name: station breakup 2
$Team: -1
$MessageNew:  XSTR("Dammit. So much for rebuilding our strikecraft compliment.", -1)
$end_multi_text

$Name: xo: bradbury be here
$Team: -1
$MessageNew:  XSTR("Sir! Mark-two Karuna on the threat plot. UEFG Bradbury. Someone must have vectored our subspace approach.", -1)
$end_multi_text

$Name: serkr: lets do it
$Team: -1
$MessageNew:  XSTR("Alright, let's do this! Every Karuna kill puts us one step closer to victory.", -1)
$end_multi_text

$Name: bradbury: pulling out, fail
$Team: -1
$MessageNew:  XSTR("Intercepted: That corvette must have splashed the convoy, and we're taking heavy damage. There is nothing more we can do.", -1)
$end_multi_text

$Name: bradbury: pulling out, success
$Team: -1
$MessageNew:  XSTR("Intercepted: The cargo is safe, but our armor is failing and we cannot hold our position against this corvette. We're pulling out.", -1)
$end_multi_text

$Name: bradbury: disabled
$Team: -1
$MessageNew:  XSTR("Mars command, our engines are shot to hell and are taking heavy damage from the Marcus Glaive. Advise SAR teams, we are not going to survive this sortie.", -1)
$end_multi_text

$Name: tac: bradbury is badass
$Team: -1
$MessageNew:  XSTR("Sir, the Bradbury has a whole rack of gauss cannons and mass drivers.", -1)
$end_multi_text

$Name: serkr: bradbury down!
$Team: -1
$MessageNew:  XSTR("Hell yeah! Bradbury reactor containment failure! Fantastic work, everyone! The station is now ours!", -1)
$end_multi_text

$Name: serkr: bradbury fleeing
$Team: -1
$MessageNew:  XSTR("Excellent work, everyone. The Bradbury is pulling out.", -1)
$end_multi_text

$Name: tac: transport lost
$Team: -1
$MessageNew:  XSTR("Sir, the transport is down.", -1)
$end_multi_text

$Name: serkr: transport lost 2
$Team: -1
$MessageNew:  XSTR("Fuck! So much for rebuilding our strikecraft compliment.", -1)
$end_multi_text

$Name: tac: light wpn dmg
$Team: -1
$MessageNew:  XSTR("Sir, our weapon systems are taking damage.", -1)
$end_multi_text

$Name: tac: med wpn dmg
$Team: -1
$MessageNew:  XSTR("They're hammering our main beams and fire control, sir. We may want to point those away from the enemy.", -1)
$end_multi_text

$Name: tac: hvy wpn dmg
$Team: -1
$MessageNew:  XSTR("We have sustained critical fire control damage. Repair teams can fix it, but it's not immediate.", -1)
$end_multi_text

$Name: tac: wpn down
$Team: -1
$MessageNew:  XSTR("Sir, main beams and fire control are down.", -1)
$end_multi_text

$Name: serkr: off course
$Team: -1
$MessageNew:  XSTR("We're off course, and our sprint drive is offline. Engineering, report?", -1)
$end_multi_text

$Name: eng: drive good
$Team: -1
$MessageNew:  XSTR("Sir, there's nothing wrong with the drive. It's an error 974, corrupt sensor data. ", -1)
$end_multi_text

$Name: astro: our bad
$Team: -1
$MessageNew:  XSTR("Damn, feedback from the drive caused enough interference to jam our sensors. Compensating for it should be a simple enough matter...", -1)
$end_multi_text

$Name: eng: its up
$Team: -1
$MessageNew:  XSTR("Drive control cluster is rebooted. Green lights across the board! We're ready to rock.", -1)
$end_multi_text

$Name: sprint drive tutorial
$Team: -1
$MessageNew:  XSTR("Press [1] to jump 7500 meters forward. Or target a large ship, hold it in your reticule, and press [1] to perform a distance-matching shock jump.", -1)
$end_multi_text

$Name: beam surge tutorial
$Team: -1
$MessageNew:  XSTR("Press [2] to rapidly recharge your weapon energy. Press [2] again to toggle off.", -1)
$end_multi_text

$Name: ecm tutorial
$Team: -1
$MessageNew:  XSTR("Press your countermeasure key to activate ECM and jam all incoming missile locks.", -1)
$end_multi_text

$Name: ecm recharge tutorial
$Team: -1
$MessageNew:  XSTR("Press [3] to recharge your ECM and restore countermeasures. Press [3] again to toggle recharge off.", -1)
$end_multi_text

$Name: active armor tutorial
$Team: -1
$MessageNew:  XSTR("Press [4] to restore hull integrity. Press [4] again to toggle regeneration off.", -1)
$end_multi_text

$Name: ETS weapon tutorial
$Team: -1
$MessageNew:  XSTR("Divert more power to $quoteweapons$quote to recharge beam energy faster.", -1)
$end_multi_text

$Name: ETS shield tutorial
$Team: -1
$MessageNew:  XSTR("Divert more power to $quoteshields$quote to harden active armor and reduce incoming damage.", -1)
$end_multi_text

$Name: antifighter tutorial
$Team: -1
$MessageNew:  XSTR("Divert more power to $quoteengines$quote to increase top speed and increase turret rate of fire. Use Jaeger AAA missiles for extra antifighter firepower.", -1)
$end_multi_text

$Name: jaeger tutorial
$Team: -1
$MessageNew:  XSTR("Use Jaeger AAA missiles to kill incoming fighters and bombers quickly.", -1)
$end_multi_text

$Name: heading tutorial
$Team: -1
$MessageNew:  XSTR("Your weapon subsystem is on the front of your ship. Turn away from heavy incoming fire to protect this critical system. Use GLIDE (F2 for keybinds) to fly in one direction while facing another.", -1)
$end_multi_text

$Name: ecm
$Team: -1
$MessageNew:  XSTR("Press the countermeasure key to activate ECM and flares, and jam all hostile missile locks. Careful, you only have three shots before it has to be recharged.", -1)
$end_multi_text

$Name: ecm recharge
$Team: -1
$MessageNew:  XSTR("Press [3] to recharge your ECM and refill your countermeasures. Press [3] again to turn this off. It will automatically stop if your countermeasures are fully recharged.", -1)
$end_multi_text

$Name: tac: transports!
$Team: -1
$MessageNew:  XSTR("Not our only problem. Those transports have mil-spec armor and drives. They won't need the intrasystem gate. Can't get a lock on their cargo either.", -1)
$end_multi_text

#Reinforcements		;! 0 total


#Background bitmaps		;! 0 total

$Num stars: 0
$Ambient light level: 7895160

$Bitmap List:
$Sun: SolMars
+Angles: 0.174533 0.000000 0.523599
+Scale: 1.000000
$Sun: EarthWhite
+Angles: 3.124139 0.000000 0.000000
+Scale: 1.000000
$Sun: EarthSpecular
+Angles: 3.124139 0.000000 0.000000
+Scale: 1.000000

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: Brief2
$Substitute Briefing Music: Brief2
$Debriefing Fail Music: DireFailure
$Fiction Viewer Music: Brief11

#End

