#Mission Info

$Version: 0.10
$Name:  XSTR("Paving The Way", -1)
$Author: NeoHunter
$Created: 05/04/00 at 16:53:58
$Modified: 06/23/00 at 19:15:57
$Notes:
This is a FRED created mission
$End Notes:

$Mission Desc:
 XSTR("The 67th Desperados take part in an assault on the Implacable at the node.
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 0

+Red Alert: 0

+Scramble: 1

+Disallow Support: 0

+Player Entry Delay:
1.000000

+Viewer pos: -1827.445068, 12127.390625, 2619.100342
+Viewer orient:
	1.000000, 0.000000, 0.000000,
	0.000000, 0.006833, 0.999977,
	0.000000, -0.999977, 0.006833
+SquadReassignName: 67th Desperados
+SquadReassignLogo: desquad.pcx

#Plot Info

$Tour:  XSTR("Blah", -1)
$Pre-Briefing Cutscene: Blah
$Pre-Mission Cutscene: Blah
$Next Mission Success: Blah
$Next Mission Partial: Blah
$Next Mission Failure: Blah

#Command Briefing

$Stage Text:
 XSTR("Aboard the Liberty

Welcome aboard the Liberty, pilot. You will be stationed here until the Excellence is fit to return to combat or Command re-assigns you to another destroyer. Whatever it is, you can be sure you will always be near the battle area given the current situation now.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("New Information

Command has released new information concerning the NTF.

In your last sortie, you encountered the NTD Implacable. Intel reports that this ship is the flagship of Admiral Daniels. Admiral Daniels defected to the NTF prior to the NTF's attacks. He is known to be anti-Vasudan in the past and despises them for having killed his father in the Great War.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("NTF's Fighters

The NTF has been able to deploy so many fighters in each battle that they often overwhelm our forces. Recently, we have discovered some sort of transmission beween the NTF capital ships and the fighters. Intelligence believes the NTF may have automated fighter drones. Though this idea is quite unlikely, Command is not ruling out this possibility yet.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("New Orders

Command has issued new orders to go on the offensive. The GTVA has been defensive for far too long. Its time to push the rebels back to the outer systems. Even now, Command is mobilising all available forces to the Regulas system as garrison.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 3
$start_stage
$multi_text
 XSTR("This is going to be a quick hit-and-hold mission. In your last sortie, Allied forces were repelled by an $h NTF fleet commanded by Admiral Daniels aboard his flagship, the $h NTD $h Implacable. It seems his orders are to hold the Regulas side of the node while rebel forces can enter the system safely.  ", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 600.000000, 7719.717285, 3949.641602
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, 0.006833, 0.999977,
	0.000000, -0.999977, 0.006833
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: GTD Orion
$pos: 0.000000, 0.000000, 4000.000000
$label: Implacable
+id: 1
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("In your last sortie, two Fenris-class cruisers, $h Firestorm and $h Warrior, were seen entering the area. More rebel reinforcements are expected soon. The possibility that sentry guns may be deployed already is very likely as well. Therefore, the primary objectives at this point is to eliminate the cruisers, sentry guns and fighters after which all forces are to engage and destroy the $h Implacable. If any rebel reinforcement enters the system, you are to destroy them as well. We will also deploy the Deimos-class corvette $f Constellation.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 600.000000, 10945.255859, 3927.601807
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, 0.006833, 0.999977,
	0.000000, -0.999977, 0.006833
$camera_time: 500
$num_lines: 0
$num_icons: 5
$Flags: 1
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: GTD Orion
$pos: 0.000000, 0.000000, 4000.000000
$label: Implacable
+id: 1
$hlight: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Hostile
$class: GTC Fenris
$pos: -1381.151123, 0.000126, 2232.778320
$label: Firestorm
+id: 2
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 18
$team: Hostile
$class: GTC Fenris
$pos: 1827.198608, 500.000305, 2313.826904
$label: Warrior
+id: 3
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 32
$team: Hostile
$class: GTSG Alastor
$pos: -1737.043335, 700.000061, 5071.920410
$label: Sentry Gun??
+id: 4
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 32
$team: Hostile
$class: GTSG Alastor
$pos: 1391.579224, 700.000305, 5071.920410
$label: Sentry Guns?
+id: 5
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("The $h Implacable must not, I repeat, must not be allowed to jump through the nearby node to Polaris. If he does, he will return with a greater fleet than we can possibly repel. Admiral Daniels is most likely to make a run for the node when he is taking too many losses, so watch out for it. Everything depends on this, pilots. Your ship and armaments have been preloaded and are on standby.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 0.000000, 2377.901367, 3983.751465
$camera_orient:
	1.000000, 0.000000, 0.000000,
	0.000000, 0.006833, 0.999977,
	0.000000, -0.999977, 0.006833
$camera_time: 500
$num_lines: 0
$num_icons: 1
$Flags: 2
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: GTD Orion
$pos: 0.000000, 0.000000, 4000.000000
$label: Implacable
+id: 1
$hlight: 1
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 2

$Formula: ( is-event-true-delay 
   "Garrsion Arrives" 
   0 
)
$Multi text
    XSTR("We took down the Implacable and GTVA forces now have control of the node on this side. We struck so fast, no NTF ships ever made it through the node to warn the NTF about our impending invasion of the Polaris system. Great work. Hopefully that will give us an advantage.

For now, get a good rest. You'll going to need it in your next mission.
", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( is-event-true-delay "Failure" 0 ) 
$Multi text
    XSTR("The Implacable made it through the jump node to Polaris. Admiral Daniels is most likely to warn the NTF about GTVA forces here and try to prevent us froo entering Polaris. Worse, he may even return with a fleet so big GTVA cannot repel. ", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTF Hercules Mark II"	5
	"GTF Erinyes"	5
	"GTF Perseus"	5
	"GTF Myrmidon"	5
	"GTB Artemis"	5
	"GTB Artemis D.H."	5
	"GTB Boanerges"	5
)

+Weaponry Pool: (
	"Subach HL-7"	16
	"Akheton SDG"	16
	"Morning Star"	16
	"Prometheus S"	20
	"Maxim"	20
	"UD-8 Kayser"	20
	"UD-D Kayser"	16
	"Circe"	16
	"Lamprey"	16
	"Rockeye"	500
	"Tempest"	500
	"Hornet"	660
	"Tornado"	660
	"Harpoon"	564
	"Trebuchet"	500
	"Piranha"	500
	"Stiletto II"	500
	"Infyrno"	500
	"Cyclops"	532
	"Helios"	500
)

#Objects		;! 40 total

$Name: Alpha 1		;! Object #0
$Class: GTB Artemis D.H.
$Team: Friendly
$Location: -500.000000, 0.000000, 0.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
+Secondary Banks: ( "Hornet" "Cyclops" "Cyclops" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )+Respawn priority: 0

+Group: 0
+Score: 8

$Name: Alpha 2		;! Object #1
$Class: GTB Artemis D.H.
$Team: Friendly
$Location: -553.736572, 0.000012, -51.498775
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
+Secondary Banks: ( "Hornet" "Cyclops" "Cyclops" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Alpha 3		;! Object #2
$Class: GTB Artemis D.H.
$Team: Friendly
$Location: -601.551025, -0.000007, -102.895569
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
+Secondary Banks: ( "Hornet" "Cyclops" "Cyclops" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Alpha 4		;! Object #3
$Class: GTB Artemis D.H.
$Team: Friendly
$Location: -445.815613, -0.000002, -51.498775
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Prometheus S" )
+Secondary Banks: ( "Hornet" "Cyclops" "Cyclops" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Beta 1		;! Object #4
$Class: GTF Erinyes
$Team: Friendly
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Beta 2		;! Object #5
$Class: GTF Erinyes
$Team: Friendly
$Location: -53.736557, 0.000012, -51.498779
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Beta 3		;! Object #6
$Class: GTF Erinyes
$Team: Friendly
$Location: -101.551041, -0.000007, -102.895561
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Beta 4		;! Object #7
$Class: GTF Erinyes
$Team: Friendly
$Location: 54.184448, -0.000002, -51.498772
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "Maxim" "UD-8 Kayser" )
+Secondary Banks: ( "Harpoon" "Tornado" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Delta 1		;! Object #8
$Class: GTF Myrmidon
$Team: Friendly
$Location: 0.000000, 0.000000, -500.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Delta 2		;! Object #9
$Class: GTF Myrmidon
$Team: Friendly
$Location: -53.736633, 0.000012, -551.498840
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Delta 3		;! Object #10
$Class: GTF Myrmidon
$Team: Friendly
$Location: -101.551086, -0.000007, -602.895569
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Delta 4		;! Object #11
$Class: GTF Myrmidon
$Team: Friendly
$Location: 54.184387, -0.000002, -551.498840
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Primary Banks: ( "UD-8 Kayser" "UD-8 Kayser" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 12

$Name: Sentry Gun 2		;! Object #12
$Class: GTSG Alastor
$Team: Hostile
$Location: -1200.000000, 700.000000, 4500.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Group: 0
+Score: 9

$Name: Sentry Gun 1		;! Object #13
$Class: GTSG Alastor
$Team: Hostile
$Location: -1200.000000, 700.000000, 3500.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Group: 0
+Score: 9

$Name: Sentry Gun 3		;! Object #14
$Class: GTSG Alastor
$Team: Hostile
$Location: 1200.000000, 700.000000, 4500.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Group: 0
+Score: 9

$Name: Sentry Gun 4		;! Object #15
$Class: GTSG Alastor
$Team: Hostile
$Location: 1200.000000, 700.000000, 3500.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Group: 0
+Score: 9

$Name: Constellation		;! Object #16
$Class: GTCv Deimos
$Team: Friendly
$Location: 1000.000000, 800.000000, 500.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Constellation Waypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 80
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 800

$Name: Implacable		;! Object #17
$Class: GTD Orion
$Team: Hostile
$Location: 0.000000, 0.000000, 4000.000000
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 80
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 1000

$Name: Firestorm		;! Object #18
$Class: GTC Fenris
$Team: Hostile
$Location: -1000.000000, 0.000000, 2000.000000
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 50
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 500

$Name: Warrior		;! Object #19
$Class: GTC Fenris
$Team: Hostile
$Location: 1500.000000, 500.000000, 2000.000000
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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: turret09a-01-main
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 50
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 100

$Name: Cancer 1		;! Object #20
$Class: GTF Hercules
$Team: Hostile
$Location: 962.115051, -0.000045, 3743.728516
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Cancer 2		;! Object #21
$Class: GTF Hercules
$Team: Hostile
$Location: 914.838806, -0.000058, 3785.095703
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Cancer 3		;! Object #22
$Class: GTF Hercules
$Team: Hostile
$Location: 843.889709, -0.000064, 3813.820313
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Cancer 4		;! Object #23
$Class: GTF Hercules
$Team: Hostile
$Location: 917.410828, -0.000016, 3699.022949
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Aggressor		;! Object #24
$Class: GTCv Deimos
$Team: Hostile
$Location: 0.000000, 0.000000, 5500.000000
$Orientation:
	-1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, -1.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Aggressor Arrival Cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )+Respawn priority: 0

+Escort priority: 50
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 800

$Name: Freedom		;! Object #25
$Class: GTCv Deimos
$Team: Friendly
$Location: -4000.000000, 0.000000, 4000.000000
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.000000, 1.000000, 0.000000,
	1.000000, 0.000000, 0.000000
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Freedom Waypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Garrison Arrival Cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 800

$Name: Endeavour		;! Object #26
$Class: GTC Aeolus
$Team: Friendly
$Location: -4000.000000, 500.000000, 3000.000000
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.124035, 0.992278, 0.000000,
	0.992278, -0.124035, 0.000000
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Endeavour Waypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Garrison Arrival Cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 500

$Name: Etherhawk		;! Object #27
$Class: GTC Aeolus
$Team: Friendly
$Location: -4000.000000, 0.000000, 5500.000000
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.124035, 0.992278, 0.000000,
	0.992278, -0.124035, 0.000000
$IFF: IFF 1
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Etherhawk Waypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 100
+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
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Garrison Arrival Cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )+Respawn priority: 0

+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 500

$Name: Zeta 1		;! Object #28
$Class: GTF Myrmidon
$Team: Friendly
$Location: -4981.994141, 1000.000061, 3435.177979
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Zeta 2		;! Object #29
$Class: GTF Myrmidon
$Team: Friendly
$Location: -5043.251953, 1000.000122, 3500.041016
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Zeta 3		;! Object #30
$Class: GTF Myrmidon
$Team: Friendly
$Location: -5050.415039, 1000.000000, 3366.756104
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Zeta 4		;! Object #31
$Class: GTF Myrmidon
$Team: Friendly
$Location: -5142.314453, 1000.000061, 3536.030273
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Eta 1		;! Object #32
$Class: GTF Myrmidon
$Team: Friendly
$Location: -4994.569824, 1000.000000, 4538.896484
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Eta 2		;! Object #33
$Class: GTF Myrmidon
$Team: Friendly
$Location: -5055.827637, 1000.000061, 4603.759277
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Eta 3		;! Object #34
$Class: GTF Myrmidon
$Team: Friendly
$Location: -5062.990723, 999.999939, 4470.474609
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Eta 4		;! Object #35
$Class: GTF Myrmidon
$Team: Friendly
$Location: -5154.890137, 1000.000000, 4639.748535
$Orientation:
	0.000000, 0.000000, -1.000000,
	0.196116, 0.980581, 0.000000,
	0.980581, -0.196116, 0.000000
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Leo 1		;! Object #36
$Class: GTF Myrmidon
$Team: Hostile
$Location: 250.000000, 500.000000, 5500.000000
$Orientation:
	-0.999445, 0.000000, 0.033315,
	-0.002215, 0.997788, -0.066445,
	-0.033241, -0.066482, -0.997234
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Leo 2		;! Object #37
$Class: GTF Myrmidon
$Team: Hostile
$Location: 298.813599, 500.000000, 5551.319336
$Orientation:
	-0.999445, 0.000000, 0.033315,
	-0.002215, 0.997788, -0.066445,
	-0.033241, -0.066482, -0.997234
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Leo 3		;! Object #38
$Class: GTF Myrmidon
$Team: Hostile
$Location: 204.944412, 500.000000, 5546.309082
$Orientation:
	-0.999445, 0.000000, 0.033315,
	-0.002215, 0.997788, -0.066445,
	-0.033241, -0.066482, -0.997234
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

$Name: Leo 4		;! Object #39
$Class: GTF Myrmidon
$Team: Hostile
$Location: 343.305267, 500.000031, 5597.065918
$Orientation:
	-0.999445, 0.000000, 0.033315,
	-0.002215, 0.997788, -0.066445,
	-0.033241, -0.066482, -0.997234
$IFF: IFF 1
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" )+Respawn priority: 0

+Group: 0
+Score: 10

#Wings		;! 7 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: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
+Hotkey: 0
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-guard-wing "Alpha" 50 ) )
+Hotkey: 1
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Delta 1"
	"Delta 2"
	"Delta 3"
	"Delta 4"
)
$AI Goals: ( goals ( ai-guard-wing "Alpha" 70 ) )
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Garrison Arrival Cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Zeta 1"
	"Zeta 2"
	"Zeta 3"
	"Zeta 4"
)
+Flags:( )

$Name: Cancer
$Waves: 6
$Wave Threshold: 2
$Special Ship: 0		;! Cancer 1

$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Implacable
+Arrival delay: 10
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Cancer 1"
	"Cancer 2"
	"Cancer 3"
	"Cancer 4"
)
$AI Goals: ( goals ( ai-guard "Implacable" 50 ) )
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Garrsion Arrives" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Eta 1"
	"Eta 2"
	"Eta 3"
	"Eta 4"
)
+Flags:( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay 
   "Aggressor Arrival Cue" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Leo 1"
	"Leo 2"
	"Leo 3"
	"Leo 4"
)
+Flags:( )

#Events		;! 22 total

$Formula: ( when 
   ( has-time-elapsed 5 ) 
   ( beam-free-all "Constellation" ) 
)
+Name: Allied Beams Online
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 20 ) 
   ( beam-free-all "Implacable" ) 
   ( beam-free-all "Firestorm" ) 
   ( beam-free-all "Warrior" ) 
)
+Name: NTF Beams Online
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 2 ) 
   ( send-message 
      "Constellation" 
      "High" 
      "There They Are" 
   )
)
+Name: There They Are
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Cancer" ) 
   ( send-message 
      "Constellation" 
      "High" 
      "Fighters Launched" 
   )
)
+Name: Fighters Launched
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "Fighters Launched" 
      0 
   )
   ( clear-goals "Beta" ) 
   ( add-goal 
      "Beta" 
      ( ai-chase "Cancer" 89 ) 
   )
)
+Name: Change Beta's Orders
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Sentry Gun 1" 
      "Sentry Gun 2" 
      "Sentry Gun 3" 
      "Sentry Gun 4" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "Sentry Gun Down!" 
   )
)
+Name: Destroy Sentry Guns
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Sentry Guns", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Firestorm" ) 
   ( send-message 
      "#Command" 
      "High" 
      "Firestorm Destroyed" 
   )
)
+Name: Destroy Firestorm
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Firestorm", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Warrior" ) 
   ( send-message 
      "#Command" 
      "High" 
      "Warrior Neutralized" 
   )
)
+Name: Destroy Warrior
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Warrior", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Implacable" ) 
   ( send-message 
      "#Command" 
      "High" 
      "Implacable Destroyed" 
   )
)
+Name: Destroy Implacable
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Implacable", -1)
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 10 ) 
   ( send-message-list 
      "#Command" 
      "High" 
      "Implacable Makes Run" 
      4000 
      "Beta 1" 
      "High" 
      "Roger That" 
      4000 
   )
   ( add-goal 
      "Implacable" 
      ( ai-waypoints-once 
         "Implacable Waypoint" 
         89 
      )
   )
)
+Name: Implacable makes run
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( are-waypoints-done-delay 
      "Implacable" 
      "Implacable Waypoint" 
      0 
   )
   ( clear-goals "Implacable" ) 
   ( add-goal 
      "Implacable" 
      ( ai-warp-out 89 ) 
   )
)
+Name: Implacable Jumps
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-departed-delay 0 "Implacable" ) 
   ( send-message-list 
      "#Command" 
      "High" 
      "Failure" 
      4000 
      "#Command" 
      "High" 
      "Return To Base 2" 
      4000 
   )
)
+Name: Failure
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: RTB
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return To Base", -1)
+Team: 0

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 90 "Implacable" ) 
      ( has-departed-delay 90 "Implacable" ) 
   )
   ( do-nothing ) 
)
+Name: Aggressor Arrival Cue
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Aggressor" ) 
   ( send-message-list 
      "Constellation" 
      "High" 
      "Incoming" 
      2000 
      "#Command" 
      "High" 
      "Destroy It!" 
      4000 
   )
)
+Name: Incoming
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 10 "Aggressor" ) 
   ( beam-free-all "Aggressor" ) 
)
+Name: Aggressor Beams Online
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Aggressor" ) 
   ( send-message 
      "#Command" 
      "High" 
      "Aggressor Destroyed" 
   )
)
+Name: Destroy Aggressor
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy Aggressor", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 30 "Aggressor" ) 
   ( do-nothing ) 
)
+Name: Garrison Arrival Cue
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 0 "Freedom" ) 
   ( send-message 
      "#Command" 
      "High" 
      "Return To Base 1" 
   )
)
+Name: Garrsion Arrives
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: RTB
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return To Base", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Constellation" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "Constellation Destroyed" 
   )
)
+Name: Constellation Destroyed
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-departed-delay 0 "Alpha 1" ) 
   ( do-nothing ) 
)
+Name: RTB
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Return To Base", -1)
+Team: 0

#Goals		;! 2 total

$Type: Primary
+Name: Secure Node
$MessageNew:  XSTR("Secure the Regulas Node", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "Implacable" ) 
+Score: 2000

$Type: Secondary
+Name: Destroy any sentry guns
$MessageNew:  XSTR("Destroy any sentry guns", -1)
$end_multi_text
$Formula: ( is-event-true-delay 
   "Destroy Sentry Guns" 
   0 
)
+Score: 500

#Waypoints		;! 5 lists total


$Jump Node: 0.000000, 0.000000, 6000.000000
$Jump Node Name: Polaris
$Name: Constellation Waypoint
$List: (		;! 1 points in list
	( 1000.000000, 800.000000, 3500.000000 )
)

$Name: Implacable Waypoint
$List: (		;! 1 points in list
	( 0.000000, 0.000000, 5500.000000 )
)

$Name: Freedom Waypoint
$List: (		;! 1 points in list
	( -1000.000000, 0.000000, 4000.000000 )
)

$Name: Etherhawk Waypoint
$List: (		;! 1 points in list
	( -1000.000000, 0.000000, 5500.000000 )
)

$Name: Endeavour Waypoint
$List: (		;! 1 points in list
	( -1000.000000, 500.000000, 3000.000000 )
)

#Messages		;! 222 total


$Name: There They Are

$Team: -1
$MessageNew:  XSTR("The Implacable is being guarded by two Fenris cruisers and a small sentry gun formation.. Take them out first. ", -1)
$end_multi_text
+Persona: Large Ship
+AVI Name: Head-CM5

$Name: Fighters Launched

$Team: -1
$MessageNew:  XSTR("The Implacble has launched its fighters. Beta, take them out.", -1)
$end_multi_text
+Persona: Large Ship
+AVI Name: Head-CM5

$Name: Firestorm Destroyed

$Team: -1
$MessageNew:  XSTR("We have destroyed Firestorm. Good work, pilots.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Warrior Neutralized

$Team: -1
$MessageNew:  XSTR("Warrior objective neutralized!", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Implacable Destroyed

$Team: -1
$MessageNew:  XSTR("The Implacable is history!! Great work, pilots. Hold your position until we can deploy the garrison force.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Sentry Gun Down!

$Team: -1
$MessageNew:  XSTR("All sentry guns have been destroyed.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Implacable Makes Run

$Team: -1
$MessageNew:  XSTR("Admiral Daniels is making a run for the node! Stop him, pilots! He mustn't make it through the node!", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Roger That

$Team: -1
$MessageNew:  XSTR("Roger that, Command. ", -1)
$end_multi_text
+Persona: Wingman 3
+AVI Name: Head-TP3

$Name: Failure

$Team: -1
$MessageNew:  XSTR("The Implacable has jumped. We'll have oour hands full when Admiral Daniels returns with reinforcements.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Return To Base 1

$Team: -1
$MessageNew:  XSTR("Good work pilots. The garrison forces will take it from here. Return to base.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Return To Base 2

$Team: -1
$MessageNew:  XSTR("This mission is a failure, pilots. Return to base for debriefing.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Incoming

$Team: -1
$MessageNew:  XSTR("Command, a Deimos-class corvette has just entered the area.", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Destroy It!

$Team: -1
$MessageNew:  XSTR("Take it out at all costs! It must not return to Polaris!", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Aggressor Destroyed

$Team: -1
$MessageNew:  XSTR("We have defeated the Aggressor!", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

$Name: Constellation Destroyed

$Team: -1
$MessageNew:  XSTR("We have lost the Constellation. This mission is a failure! Return to base at once!", -1)
$end_multi_text
+Persona: Terran Command
+AVI Name: Head-CM2

#Reinforcements		;! 0 total


#Background bitmaps		;! 1 total

$Num stars: 2000
$Ambient light level: 0
$Starbitmap: dneb01
+Angles: 4.712385 0.000000 0.000000
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: 1: Genesis
$Briefing Music: Brief6

#End

