#Mission Info

$Version: 0.10
$Name:  XSTR("Emearon mission 7", -1)
$Author: Gunblaze
$Created: 11/26/09 at 00:14:33
$Modified: 06/13/13 at 05:46:50
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Time has come for the Earth Alliance Forces to attack the Narn fleet occupying the Emearon System in full force.
Recommended 10 respawns. Initial team loadout.
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 192
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 0
+Hull Repair Ceiling: 100.000000
+Subsystem Repair Ceiling: 100.000000

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$Skybox Model: SB_Starfield.pof

$AI Profile: TBP

#Command Briefing

#Briefing
$start_briefing
$num_stages: 14
$start_stage
$multi_text
 XSTR("Time has come for the $g Proteus $g Battlegroup to move against the $r Narn $r Fleet occupying the $g Emearon $g System", -1)
$end_multi_text
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$start_icon
$type: 33
$team: Friendly
$class: EA Poseidon
$pos: 2000.000000, 4000.000000, -7000.000000
$label: Prometheus Battlegroup
+id: 1
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3000.000000, 2300.000000, 8000.000000
$label: NR Ph'Bal
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("After our surprise attacks agaisnt their $r Destroyers the $r Narn gathered their fleet in the outer orbit of $g Emearon $g 6.", -1)
$end_multi_text
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$camera_time: 500
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$start_icon
$type: 33
$team: Friendly
$class: EA Poseidon
$pos: 2000.000000, 4000.000000, -7000.000000
$label: Prometheus Battlegroup
+id: 1
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3000.000000, 2300.000000, 8000.000000
$label: Narn Fleet
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Our long range sensors have picked up a total of $r 6 $r Capital $r Ships.
We recognize $r five of the Capital ships to be of the $r G'Quan $r Destroyer $r Class the configuration.. We also register another, bigger Capital of unkown configuration.. 

According to intelligence the $r Narn have a $r Battlegroup $r Flagship operating in the area. We have intercepted the name $r Bin'Tak and we assume the ship of unknown configuration to be it.", -1)
$end_multi_text
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$camera_time: 500
$num_lines: 0
$num_icons: 6
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3346.639404, 2332.914063, 8312.067383
$label: NR V'Mil
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2765.252441, 2300.000000, 8650.062500
$label: NR Ph'Bal
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3203.744141, 2300.000000, 7716.592285
$label: NR G'Bek
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2697.778564, 2300.000000, 7843.648438
$label: NR S'Lak
+id: 7
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3311.819580, 2300.000000, 7954.420898
$label: NR G'Quan
+id: 8
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
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$end_stage
$start_stage
$multi_text
 XSTR("$g IFF recognition has shown that only two of the $r Narn $r capital $r ships were among those attacked by the $g Hyperion and the $g Deimos during our first phase of operations. The $r G'Bek and the $r V'Mil. 
So we expect heavy resistance.", -1)
$end_multi_text
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3346.639404, 2332.914063, 8312.067383
$label: NR V'Mil
+id: 2
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2765.252441, 2300.000000, 8650.062500
$label: NR Ph'Bal
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3203.744141, 2300.000000, 7716.592285
$label: NR G'Bek
+id: 4
$hlight: 1
$mirror: 0
$multi_text
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$start_icon
$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2697.778564, 2300.000000, 7843.648438
$label: NR S'Lak
+id: 7
$hlight: 0
$mirror: 0
$multi_text
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$type: 6
$team: Hostile
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$pos: -3311.819580, 2300.000000, 7954.420898
$label: NR G'Quan
+id: 8
$hlight: 0
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$multi_text
$end_multi_text
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$end_stage
$start_stage
$multi_text
 XSTR("At this point we have no other choise but to mount a full frontal attack with most of our forces in the System.

The battleplan will be as follows:", -1)
$end_multi_text
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$type: 6
$team: Hostile
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$label: NR V'Mil
+id: 2
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
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$type: 6
$team: Hostile
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$type: 6
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+id: 4
$hlight: 1
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$multi_text
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$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
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$label: NR S'Lak
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
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$label: NR G'Quan
+id: 8
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
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$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: 150.478027, -0.000040, -990.172241
$label: EA Hades
+id: 9
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
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$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -68.538170, 0.000014, -1286.738281
$label: EA Pollux
+id: 10
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -386.373352, 0.000181, -1179.847656
$label: EA Medusa
+id: 11
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: 223.442596, 0.000022, -1648.192993
$label: EA Prometheus
+id: 12
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: -355.640076, 0.000016, -1630.416260
$label: EA Rhea
+id: 13
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
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$start_icon
$type: 30
$team: Friendly
$class: EA Poseidon
$pos: -60.149254, -0.000010, -1992.340454
$label: EA Proteus
+id: 14
$hlight: 0
$mirror: 1
$multi_text
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$end_stage
$start_stage
$multi_text
 XSTR("The $g Pollux $g Hades and $g Medusa will spearhead our attack.

$g Prometheus and $g Rhea will provide assistance and cover fire 

The $g Proteus will stay behind the battle and provide safe docking and repairs to out $g Fighter $g Wings.", -1)
$end_multi_text
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3346.639404, 2332.914063, 8312.067383
$label: NR V'Mil
+id: 2
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2765.252441, 2300.000000, 8650.062500
$label: NR Ph'Bal
+id: 3
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3203.744141, 2300.000000, 7716.592285
$label: NR G'Bek
+id: 4
$hlight: 1
$mirror: 0
$multi_text
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$start_icon
$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
$multi_text
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2697.778564, 2300.000000, 7843.648438
$label: NR S'Lak
+id: 7
$hlight: 0
$mirror: 0
$multi_text
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$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3311.819580, 2300.000000, 7954.420898
$label: NR G'Quan
+id: 8
$hlight: 0
$mirror: 0
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$end_multi_text
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$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: 150.478027, -0.000040, -990.172241
$label: EA Hades
+id: 9
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
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$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -68.538170, 0.000014, -1286.738281
$label: EA Pollux
+id: 10
$hlight: 0
$mirror: 1
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$type: 6
$team: Friendly
$class: EA Omega
$pos: -386.373352, 0.000181, -1179.847656
$label: EA Medusa
+id: 11
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: 223.442596, 0.000022, -1648.192993
$label: EA Prometheus
+id: 12
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: -355.640076, 0.000016, -1630.416260
$label: EA Rhea
+id: 13
$hlight: 0
$mirror: 1
$multi_text
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$start_icon
$type: 30
$team: Friendly
$class: EA Poseidon
$pos: -60.149254, -0.000010, -1992.340454
$label: EA Proteus
+id: 14
$hlight: 0
$mirror: 1
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$start_icon
$type: 28
$team: Friendly
$class: Nav Beacon
$pos: 13.954458, -0.012953, -18702.033203
$label: EA Deimos
+id: 15
$hlight: 0
$mirror: 1
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$end_stage
$start_stage
$multi_text
 XSTR("The $g Hyperion and the $g Deimos will stay away from the battle, as we are still not sure on how many $r Narn $r Destroyers are actually in the $g System

$g Argos will be waiting in Hyperspace conveying information and monitoring long range sensors and beacons.", -1)
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$type: 6
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$hlight: 1
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$multi_text
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$type: 6
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
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$label: NR G'Bek
+id: 4
$hlight: 1
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$start_icon
$type: 31
$team: Hostile
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$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
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$type: 6
$team: Hostile
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$label: NR S'Lak
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+id: 8
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$type: 6
$team: Friendly
$class: EA Omega
$pos: 150.478027, -0.000040, -990.172241
$label: EA Hades
+id: 9
$hlight: 0
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$type: 6
$team: Friendly
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$label: EA Pollux
+id: 10
$hlight: 0
$mirror: 1
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$type: 6
$team: Friendly
$class: EA Omega
$pos: -386.373352, 0.000181, -1179.847656
$label: EA Medusa
+id: 11
$hlight: 0
$mirror: 1
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$type: 19
$team: Friendly
$class: EA Nova
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$label: EA Prometheus
+id: 12
$hlight: 0
$mirror: 1
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$type: 19
$team: Friendly
$class: EA Nova
$pos: -355.640076, 0.000016, -1630.416260
$label: EA Rhea
+id: 13
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
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$start_icon
$type: 28
$team: Friendly
$class: EA Hyperion
$pos: -329.243805, -0.000533, -19048.138672
$label: EA Hyperion
+id: 14
$hlight: 0
$mirror: 1
$multi_text
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$start_icon
$type: 28
$team: Friendly
$class: EA Midwinter
$pos: 13.954458, -0.012953, -18702.033203
$label: EA Deimos
+id: 15
$hlight: 0
$mirror: 1
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$type: 16
$team: Friendly
$class: EA Badger
$pos: 3988.529785, 1674.922974, -4082.417725
$label: Alpha 1
+id: 16
$hlight: 0
$mirror: 0
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 XSTR("We will be deploying all $g Fighter $g Wings we have available at the time, but $g Alpha and $g Beta will be the most important.

They will be flown by the survivor pilots of the $g Orion as they have the most experience both with $r Narn $r Capital $Ships and with their $r Attack $r Fighters", -1)
$end_multi_text
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$start_icon
$type: 6
$team: Hostile
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$label: NR V'Mil
+id: 2
$hlight: 1
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
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$label: NR Ph'Bal
+id: 3
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$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
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$label: NR G'Bek
+id: 4
$hlight: 1
$mirror: 0
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$start_icon
$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
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$pos: -355.640076, 0.000016, -1630.416260
$label: EA Rhea
+id: 13
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: EA Hyperion
$pos: -329.243805, -0.000533, -19048.138672
$label: EA Hyperion
+id: 14
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: EA Midwinter
$pos: 13.954458, -0.012953, -18702.033203
$label: EA Deimos
+id: 15
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 16
$team: Friendly
$class: EA Badger
$pos: 3988.529785, 1674.922974, -4082.417725
$label: Beta 1
+id: 16
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Friendly
$class: EA Thunderbolt
$pos: 3301.092285, 1975.257935, -4204.893066
$label: Beta 2
+id: 17
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Hostile
$class: NR G'Quan
$pos: 3312.390625, 1975.257935, -4008.530518
$label: Narn Capital
+id: 19
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("$g Beta $g 3 and $g Beta $g 4 will be responsible for destroying the $r G'Quan's $r Weapons and $r Navigation $r Subsystems.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 2995.630127, 2209.968018, -4163.748047
$camera_orient:
	0.030933, -0.000001, -0.999521,
	0.509552, 0.860295, 0.015769,
	0.859884, -0.509796, 0.026612
$camera_time: 500
$num_lines: 0
$num_icons: 16
$Flags: 0
$Formula: ( false ) 
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3346.639404, 2332.914063, 8312.067383
$label: NR V'Mil
+id: 2
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2765.252441, 2300.000000, 8650.062500
$label: NR Ph'Bal
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3203.744141, 2300.000000, 7716.592285
$label: NR G'Bek
+id: 4
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2697.778564, 2300.000000, 7843.648438
$label: NR S'Lak
+id: 7
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3311.819580, 2300.000000, 7954.420898
$label: NR G'Quan
+id: 8
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: 150.478027, -0.000040, -990.172241
$label: EA Hades
+id: 9
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -68.538170, 0.000014, -1286.738281
$label: EA Pollux
+id: 10
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -386.373352, 0.000181, -1179.847656
$label: EA Medusa
+id: 11
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: 223.442596, 0.000022, -1648.192993
$label: EA Prometheus
+id: 12
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: -355.640076, 0.000016, -1630.416260
$label: EA Rhea
+id: 13
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: EA Hyperion
$pos: -329.243805, -0.000533, -19048.138672
$label: EA Hyperion
+id: 14
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: EA Midwinter
$pos: 13.954458, -0.012953, -18702.033203
$label: EA Deimos
+id: 15
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 16
$team: Friendly
$class: EA Badger
$pos: 3988.529785, 1674.922974, -4082.417725
$label: Beta 3
+id: 16
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Friendly
$class: EA Thunderbolt
$pos: 3301.092285, 1975.257935, -4204.893066
$label: Beta 4
+id: 17
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Hostile
$class: NR G'Quan
$pos: 3312.390625, 1975.257935, -4008.530518
$label: Narn Capital
+id: 19
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Analysis has shown that the $g Badger's $g 60mm $g Pulse $g Cannons and the $g Bulldog $g Heavy $g Warhead $g Missiles are more than capable of taking out any $r Narn $r Subsystem so we are confident
that $g two $g Badgers per $r Narn $r Capital $r Ship should be more than enough.

$g Good $g Hunting $g Pilots", -1)
$end_multi_text
$voice: none.wav
$camera_pos: 3964.650146, 1689.080200, -4083.156738
$camera_orient:
	0.030933, -0.000001, -0.999521,
	0.509552, 0.860295, 0.015769,
	0.859884, -0.509796, 0.026612
$camera_time: 500
$num_lines: 0
$num_icons: 16
$Flags: 0
$Formula: ( true ) 
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3346.639404, 2332.914063, 8312.067383
$label: NR V'Mil
+id: 2
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2765.252441, 2300.000000, 8650.062500
$label: NR Ph'Bal
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3203.744141, 2300.000000, 7716.592285
$label: NR G'Bek
+id: 4
$hlight: 1
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 31
$team: Hostile
$class: NR G'Quan
$pos: -3011.236328, 2300.000000, 8187.816406
$label: NR <Bin'Tak>
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -2697.778564, 2300.000000, 7843.648438
$label: NR S'Lak
+id: 7
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Hostile
$class: NR G'Quan
$pos: -3311.819580, 2300.000000, 7954.420898
$label: NR G'Quan
+id: 8
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: 150.478027, -0.000040, -990.172241
$label: EA Hades
+id: 9
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -68.538170, 0.000014, -1286.738281
$label: EA Pollux
+id: 10
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 6
$team: Friendly
$class: EA Omega
$pos: -386.373352, 0.000181, -1179.847656
$label: EA Medusa
+id: 11
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: 223.442596, 0.000022, -1648.192993
$label: EA Prometheus
+id: 12
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 19
$team: Friendly
$class: EA Nova
$pos: -355.640076, 0.000016, -1630.416260
$label: EA Rhea
+id: 13
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: EA Hyperion
$pos: -329.243805, -0.000533, -19048.138672
$label: EA Hyperion
+id: 14
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: EA Midwinter
$pos: 13.954458, -0.012953, -18702.033203
$label: EA Deimos
+id: 15
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 16
$team: Friendly
$class: EA Badger
$pos: 3988.529785, 1674.922974, -4082.417725
$label: Badger
+id: 16
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Friendly
$class: EA Thunderbolt
$pos: 3301.092285, 1975.257935, -4204.893066
$label: Beta 4
+id: 17
$hlight: 0
$mirror: 1
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 13
$team: Hostile
$class: NR G'Quan
$pos: 3312.390625, 1975.257935, -4008.530518
$label: Narn Capital
+id: 19
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 9

$Formula: ( key-pressed "Alt+J" ) 
$Multi text
    XSTR("Mission Aborted", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "NR V'Mil" 
      "NR G'Bek" 
      "NR G'Quan" 
      "NR S'Lak" 
      "NR Ph'Bal" 
   )
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("<General John T. Rogan>
<Commander: Proteus Battlegroup>

         We managed to intercept and effectively destroy the larger part of the Narn fleet in the system. It was a fierce battle and we suffered heavy losses but at least we are one major step closer to regaining control of Emearon.
         The Bin'Tak flagship is now derelict and will serve as a major source of intelligence gathering for the true tactical capabilities of the Narn. This ship hides under it's massive hull a punishing amount of firepower.
          Get Some rest Pilots. Next step is the liberation of Livingston Station.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Congratz", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "EA Pollux" 
      "EA Hades" 
      "EA Medusa" 
      "EA Proteus" 
      "EA Prometheus" 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("<General John T. Rogan>
<Commander: Proteus Battlegroup>

          The combined firepower of the Narn fleet can only be described in one word. PUNISHMENT. 
           With all our Omega Class destroyers lost we have no choise but to withdraw and hide in hyperspace until more reinforcements arrive.
           Let us all hope diplomacy will find a way out of this mess, because war is already taking a terrible toll.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Lower your difficulty setting. Your only way out of this battle alive is to criple the Narn Capital Ships. 

Don't forget to use your bulldog missiles, with two of them you can take out an entire subsystem if you aim correctly.

Total victory may not be possible with fewer than 4 players because of the battle setup", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "EA Pollux" 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("           Pollux was destroyed after suffering the combined firepower of several Narn Capital ships. We estimate 150 survivors", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("The Gquan is the ship dealing the most damage to the Pollux.
The Pollux may not be salvable with under 4 players", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "EA Medusa" 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("         We Lost the Medusa all hands on board", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Try to take out V'Mil's nav subsystem first.
Medusa is a wildcard, it may survive on it's own if you replay.
", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "EA Hades" 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("          After a fierce battle the Hades buckled and was destroyed. Luckily several of the crew made it.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("The Bin'Tak the G'Quan and the Bin'Tak will eventually aim for the Hades. 
You have some time before you have help to it's defence but do not neglect it.
", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "EA Prometheus" 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("            Prometheus suffered heavy damaged and will not participate in the next phase. 
            Sadly Captain Rolling died during an explotion, the ship is now under Captain Hiroshi's command until further notice.
             ", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("The Ph'Bal is aiming for the Prometheus. Take out it's systems fast if you want to keep the Prometheus in the battle for more time.
It's Support fire is covering a large portion of the battlefield", -1)
$end_multi_text

$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "EA Rhea" 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("           Rhea was destroyed in the effort to protect the Proteus. We have found no survivors yet.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Rhea cannot compete with the S'Lak's firepower. Help it destroy the S'Lak fast and it's support will aid you a lot in the rest of the battle.", -1)
$end_multi_text

$Formula: ( and 
   ( percent-ships-destroyed 
      60 
      "EA Pollux" 
      "EA Hades" 
      "EA Medusa" 
   )
   ( or 
      ( is-destroyed-delay 0 "EA Rhea" ) 
      ( < ( hits-left "EA Rhea" ) 30 ) 
   )
   ( destroyed-or-departed-delay 
      0 
      "EA Prometheus" 
   )
   ( has-departed-delay 
      0 
      "EA Prometheus" 
   )
   ( is-goal-true-delay 
      "Destroy Narn Fleet" 
      0 
   )
   ( not ( key-pressed "Alt+J" ) ) 
)
$Multi text
    XSTR("Despite our victory the Proteus Battlegroup has lost too many ships and the rest are badly damaged. The Narn main force has been defeated but taking back Livingston wont be easy. ", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Destroying Weapons and Navigation is important but wont help on its own. Notice that the Narn Capital ships can keep firing their Xray lasers with accurasy as long as they are aligned to EA ships even with their weapons sybsystems gone.", -1)
$end_multi_text

#Alternate Types:
$Alt: Unkown
$Alt: EA-35P1
$Alt: EA-X3N1
$Alt: EA-35O1
$Alt: EA-35O3
$Alt: EA-35N2
$Alt: EA-35P1-PRTS-B3101
$Alt: EA-35P1-PRTS-B3102
$Alt: EA-35P1-PRTS-B3103
$Alt: EA-35P1-PRTS-B3104
$Alt: EA-35P1-PRTS-B3105
$Alt: EA-35P1-PRTS-B3106
$Alt: EA-35P1-PRTS-B3107
$Alt: EA-35P1-PRTS-B3108
$Alt: EA-35P1-PRTS-T4207
$Alt: EA-35P1-PRTS-T2103
$Alt: EA-35P1-PRTS-T4103
$Alt: EA-35P1-PRTS-T5312
$Alt: EA-35P1-PRTS-T5206

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"EA Aurora"	63
	"EA Badger"	29
	"EA Thunderbolt"	37
	"EA Valkyrie"	48
	"EA Thunderbolt#Bomber"	17
)

+Weaponry Pool: (
	"40mm Pulse"	24
	"45mm Pulse"	16
	"60mm Pulse"	24
	"<none>"	100
	"EA Venom 1"	3890
	"EA Venom 2"	4671
	"EA Panther"	3489
	"EA Bulldog"	4832
)

#Objects		;! 39 total

$Name: Alpha 1		;! Object #0
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3101

$Team: Friendly
$Location: 3988.529785, 3176.301758, -4082.417725
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-destroy-subsystem "NR S'Lak" "weapons" 50 ) ( ai-destroy-subsystem "NR S'Lak" "navigation" 50 ) ( ai-chase-wing "Interceptor" 50 ) ( ai-chase-any 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "ignore-count" "no-shields" "player-start" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: EA Pollux		;! Object #1
$Class: EA Omega
$Alt: EA-35O1

$Team: Friendly
$Location: -229.638275, -0.000011, -1912.287109
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
+Subsystem: turret13a
+Subsystem: turret14a
+Subsystem: turret15a
+Subsystem: turret16a
+Subsystem: turret17a
+Subsystem: turret18a
+Subsystem: turret19a
+Subsystem: turret20a
+Subsystem: turret21a
+Subsystem: turret22a
+Subsystem: turret23a
+Subsystem: turret24a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 99
+Special Hitpoints: 300000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1200
$Texture Replace:
+old: EAM_Omega_01
+new: EAM_Omega_Pollux
+old: EAM_Omega_01-glow
+new: EAM_Omega_Pollux-glow

$Name: EA Hades		;! Object #2
$Class: EA Omega
$Alt: EA-35O3

$Team: Friendly
$Location: 4000.000000, 1000.000000, -2000.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
+Subsystem: turret13a
+Subsystem: turret14a
+Subsystem: turret15a
+Subsystem: turret16a
+Subsystem: turret17a
+Subsystem: turret18a
+Subsystem: turret19a
+Subsystem: turret20a
+Subsystem: turret21a
+Subsystem: turret22a
+Subsystem: turret23a
+Subsystem: turret24a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 98
+Special Hitpoints: 300000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1200
$Texture Replace:
+old: EAM_Omega_01
+new: EAM_Omega_Hades
+old: EAM_Omega_01-glow
+new: EAM_Omega_Hades-glow

$Name: EA Medusa		;! Object #3
$Class: EA Omega
$Alt: EA-35O3

$Team: Friendly
$Location: -3000.000000, 500.000000, -3000.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
+Subsystem: turret13a
+Subsystem: turret14a
+Subsystem: turret15a
+Subsystem: turret16a
+Subsystem: turret17a
+Subsystem: turret18a
+Subsystem: turret19a
+Subsystem: turret20a
+Subsystem: turret21a
+Subsystem: turret22a
+Subsystem: turret23a
+Subsystem: turret24a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 97
+Special Hitpoints: 300000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1200
$Texture Replace:
+old: EAM_Omega_01
+new: EAM_Omega_Medusa
+old: EAM_Omega_01-glow
+new: EAM_Omega_Medusa-glow

$Name: Alpha 2		;! Object #4
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3102

$Team: Friendly
$Location: 3445.153076, 3176.305664, -4493.458984
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$AI Goals: ( goals ( ai-destroy-subsystem "NR S'Lak" "weapons" 50 ) ( ai-destroy-subsystem "NR S'Lak" "navigation" 50 ) ( ai-chase-wing "Interceptor" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Alpha 3		;! Object #5
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3103

$Team: Friendly
$Location: -1777.716309, 1674.925781, -2453.091797
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$AI Goals: ( goals ( ai-destroy-subsystem "NR Bin'Tak" "weapons" 50 ) ( ai-destroy-subsystem "NR Bin'Tak" "navigation" 50 ) ( ai-chase-wing "Hunter" 50 ) ( ai-chase-any 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Alpha 4		;! Object #6
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3104

$Team: Friendly
$Location: -1589.270508, 1674.925659, -2861.178955
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$AI Goals: ( goals ( ai-destroy-subsystem "NR Bin'Tak" "navigation" 50 ) ( ai-destroy-subsystem "NR Bin'Tak" "weapons" 50 ) ( ai-chase-wing "Hunter" 50 ) ( ai-chase-any 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Beta 1		;! Object #7
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3105

$Team: Friendly
$Location: -2931.641846, 1513.375854, -3853.327637
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Beta 2		;! Object #8
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3106

$Team: Friendly
$Location: -3088.392090, 1513.375854, -3540.635742
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-destroy-subsystem "NR V'Mil" "navigation" 50 ) ( ai-destroy-subsystem "NR V'Mil" "weapons" 50 ) ( ai-chase-wing "Predator" 50 ) ( ai-chase-any 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Beta 3		;! Object #9
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3107

$Team: Friendly
$Location: 2190.772461, -943.203613, -3516.111816
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-destroy-subsystem "NR G'Quan" "weapons" 50 ) ( ai-destroy-subsystem "NR G'Quan" "navigation" 50 ) ( ai-chase-wing "Defender" 50 ) ( ai-chase-any 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: Beta 4		;! Object #10
$Class: EA Badger
$Alt: EA-35P1-PRTS-B3108

$Team: Friendly
$Location: 2468.216309, -943.203613, -3775.485107
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$AI Goals: ( goals ( ai-destroy-subsystem "NR G'Quan" "navigation" 50 ) ( ai-destroy-subsystem "NR G'Quan" "weapons" 50 ) ( ai-chase-wing "Defender" 50 ) ( ai-chase-any 40 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Score: 20

$Name: NR Bin'Tak		;! Object #11
$Class: NR Bin'Tak
$Alt: Unkown

$Team: Hostile
$Location: 0.000000, 0.000000, 6000.000000
$Orientation:
	-1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, -1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 70 ) )
$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
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret08
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret09
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret10
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret11
+Subsystem: turret12
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret16
+Subsystem: turret17
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret18
+Primary Banks: ( "NR Heavy Plasma Turret" )
+Subsystem: turret19
+Subsystem: turret20
+Primary Banks: ( "NR Heavy Plasma Turret" )
$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: 96
+Special Hitpoints: 400000
+Special Shield Points: 0
+Hotkey: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1500

$Name: NR V'Mil		;! Object #12
$Class: NR G'Quan
$Team: Hostile
$Location: -3000.000000, 500.000000, 7000.000000
$Orientation:
	-1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, -1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret02a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret03a
$Damage: 100
+Sbank Ammo: ( 0 )
+Subsystem: turret04a
$Damage: 100
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "kamikaze" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 95
+Special Hitpoints: 300000
+Special Shield Points: 0
+Kamikaze Damage: 1000
+Hotkey: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: NR G'Bek		;! Object #13
$Class: NR G'Quan
$Team: Hostile
$Location: 4000.000000, 1000.000000, 6000.000000
$Orientation:
	-1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, -1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 3" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 96
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Sbank Ammo: ( 0 )
+Subsystem: turret04a
+Sbank Ammo: ( 0 )
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( or 
   ( < ( hits-left "NR G'Bek" ) 20 ) 
   ( < 
      ( distance "NR G'Bek" "Retreat:1" ) 
      7000 
   )
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 94
+Special Hitpoints: 300000
+Special Shield Points: 0
+Hotkey: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: NR G'Quan		;! Object #14
$Class: NR G'Quan
$Team: Hostile
$Location: 2000.000000, -4000.000000, 4000.000000
$Orientation:
	-0.130672, 0.667614, 0.732950,
	0.933710, 0.331431, -0.135424,
	-0.333333, 0.666667, -0.666667
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "flank attack" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
$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: 93
+Special Hitpoints: 300000
+Special Shield Points: 0
+Hotkey: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: EA Proteus		;! Object #15
$Class: EA Poseidon
$Alt: EA-35P1

$Team: Friendly
$Location: 2000.000000, 4000.000000, -7000.000000
$Orientation:
	0.993956, 0.000000, 0.109778,
	0.000000, 1.000000, 0.000000,
	-0.109778, 0.000000, 0.993956
$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-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( is-event-true-delay 
   "proteus retreat" 
   20 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 90
+Special Hitpoints: 400000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1200
$Texture Replace:
+old: EAM_Poseidon_02
+new: EAM_Poseidon_Proteus
+old: EAM_Poseidon_02-glow
+new: EAM_Poseidon_Proteus-glow
+old: EAM_Poseidon_02-shine
+new: EAM_Poseidon_Proteus-shine

$Name: NR S'Lak		;! Object #16
$Class: NR G'Quan
$Team: Hostile
$Location: 2000.000000, 4000.000000, 4000.000000
$Orientation:
	-1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, -1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Proteus attacked" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
$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: 89
+Special Hitpoints: 300000
+Special Shield Points: 0
+Hotkey: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1000

$Name: EA Rhea		;! Object #17
$Class: EA Nova
$Alt: EA-35N2

$Team: Friendly
$Location: -4000.000000, 3800.000000, -5000.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Rhea in the way" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret07a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret08a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret09a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret10a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret11a
+Subsystem: turret12a
+Subsystem: turret13a
+Subsystem: turret14a
+Subsystem: turret15a
+Subsystem: turret16a
+Subsystem: turret17a
+Subsystem: turret18a
+Subsystem: turret19a
+Subsystem: turret20a
+Subsystem: turret21a
+Subsystem: turret22a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 88
+Special Hitpoints: 250000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1100
$Texture Replace:
+old: EAM_Nova_01
+new: EAM_Nova_Rhea
+old: EAM_Nova_01-glow
+new: EAM_Nova_Rhea-glow
+old: EAM_Nova_01-shine
+new: EAM_Nova_Rhea-shine

$Name: EA Prometheus		;! Object #18
$Class: EA Nova
$Alt: EA-X3N1

$Team: Friendly
$Location: 2000.000000, 2000.000000, -3000.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Prometheus waypoint" 70 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret07a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret08a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret09a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret10a
+Primary Banks: ( "EA Heavy Pulse Turret" )
+Subsystem: turret11a
+Subsystem: turret12a
+Subsystem: turret13a
+Subsystem: turret14a
+Subsystem: turret15a
+Subsystem: turret16a
+Subsystem: turret17a
+Subsystem: turret18a
+Subsystem: turret19a
+Subsystem: turret20a
+Subsystem: turret21a
+Subsystem: turret22a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
+Departure delay: 5
$Departure Cue: ( < ( hits-left "EA Prometheus" ) 20 ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 87
+Special Hitpoints: 250000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 1100
$Texture Replace:
+old: EAM_Nova_01
+new: EAM_Nova_Prometheus
+old: EAM_Nova_01-glow
+new: EAM_Nova_Prometheus-glow
+old: EAM_Nova_01-shine
+new: EAM_Nova_Prometheus-shine

$Name: NR Ph'Bal		;! Object #19
$Class: NR G'Quan
$Team: Hostile
$Location: -3007.479980, 2300.000000, 8007.163574
$Orientation:
	-0.999767, 0.000000, -0.021591,
	0.000000, 1.000000, 0.000000,
	0.021591, 0.000000, -0.999767
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Ph'Lan waypoint" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 87
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
$Damage: 100
+Subsystem: turret04a
$Damage: 100
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11a
+Subsystem: turret12a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
+Departure delay: 21
$Departure Cue: ( and 
   ( destroyed-or-departed-delay 
      0 
      "NR V'Mil" 
      "NR G'Bek" 
      "NR G'Quan" 
      "NR S'Lak" 
   )
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
)
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 86
+Special Hitpoints: 300000
+Special Shield Points: 0
+Hotkey: 2
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Score: 800

$Name: Interceptor 1		;! Object #20
$Class: NR Frazi
$Team: Hostile
$Location: 7403.702148, 3062.612793, 3675.246338
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Alpha 1" 50 ) ( ai-chase "Alpha 2" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Interceptor 2		;! Object #21
$Class: NR Frazi
$Team: Hostile
$Location: 7363.199707, 3062.612793, 3678.747803
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Alpha 2" 50 ) ( ai-chase "Alpha 1" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "NR Ta'Lon" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Predator 1		;! Object #22
$Class: NR Frazi
$Team: Hostile
$Location: -3391.441162, 1211.987183, 5336.737793
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Alpha 3" 50 ) ( ai-chase "Alpha 4" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 15

$Name: Predator 2		;! Object #23
$Class: NR Frazi
$Team: Hostile
$Location: -3365.168457, 1211.987183, 5310.766113
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Alpha 4" 50 ) ( ai-chase "Alpha 3" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 15

$Name: Predator 3		;! Object #24
$Class: NR Frazi
$Team: Hostile
$Location: -3313.933105, 1211.987183, 5324.060547
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Alpha 4" 50 ) ( ai-chase "Alpha 3" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 15

$Name: Hunter 1		;! Object #25
$Class: NR Frazi
$Team: Hostile
$Location: -708.796326, 1211.987793, 3976.169189
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Beta 1" 50 ) ( ai-chase "Beta 2" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Hunter 2		;! Object #26
$Class: NR Frazi
$Team: Hostile
$Location: -626.303650, 1211.987549, 3961.389893
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Beta 2" 50 ) ( ai-chase "Beta 1" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "NR Ta'Lon" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Hunter 3		;! Object #27
$Class: NR Frazi
$Team: Hostile
$Location: -749.418335, 1211.987793, 3933.101807
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Beta 2" 50 ) ( ai-chase "Beta 1" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Defender 1		;! Object #28
$Class: NR Frazi
$Team: Hostile
$Location: -1758.798218, -989.910034, 3061.226807
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Beta 3" 50 ) ( ai-chase "Beta 4" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 15

$Name: Defender 2		;! Object #29
$Class: NR Frazi
$Team: Hostile
$Location: -1732.525269, -989.910034, 3035.255127
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Beta 4" 50 ) ( ai-chase "Beta 3" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Defender 3		;! Object #30
$Class: NR Frazi
$Team: Hostile
$Location: -1681.289673, -989.910034, 3048.549561
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
+AI Class: Perfect
$AI Goals: ( goals ( ai-chase "Beta 4" 50 ) ( ai-chase "Beta 3" 50 ) ( ai-chase-any 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Kappa 1		;! Object #31
$Class: EA Thunderbolt
$Alt: EA-35P1-PRTS-T5206

$Team: Friendly
$Location: -1219.057861, 955.426575, 811.162415
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Lamda 1		;! Object #32
$Class: EA Thunderbolt
$Alt: EA-35P1-PRTS-T5312

$Team: Friendly
$Location: -95.842102, 955.427673, 233.544983
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Zeta 1		;! Object #33
$Class: EA Thunderbolt
$Alt: EA-35P1-PRTS-T4103

$Team: Friendly
$Location: 1270.476440, 955.427673, -692.963562
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Eta 1		;! Object #34
$Class: EA Thunderbolt
$Alt: EA-35P1-PRTS-T4207

$Team: Friendly
$Location: 3007.631836, 955.427124, -1007.447998
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Gold 1		;! Object #35
$Class: NR Gorith
$Team: Hostile
$Location: 91.407486, 1211.987793, 2790.705322
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Silver 1		;! Object #36
$Class: NR Gorith
$Team: Hostile
$Location: 147.561859, 1211.987793, 2799.405029
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Copper 1		;! Object #37
$Class: NR Gorith
$Team: Hostile
$Location: 210.715790, 1211.987793, 2806.370605
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Bronze 1		;! Object #38
$Class: NR Gorith
$Team: Hostile
$Location: 275.819366, 1211.987793, 2809.986572
$Orientation:
	-0.998829, 0.000000, 0.048388,
	0.000000, 1.000000, 0.000000,
	-0.048388, 0.000000, -0.998829
$AI Behavior: None
+AI Class: Perfect
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

#Wings		;! 14 total

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Alpha 1"
	"Alpha 2"
	"Alpha 3"
	"Alpha 4"
)
+Hotkey: 0
+Flags: ( "no-arrival-message" "no-arrival-warp" )

$Name: Beta
$Waves: 30
$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"
)
+Hotkey: 1
+Flags: ( "no-arrival-message" "no-arrival-warp" )

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

$Arrival Location: Hyperspace
+Arrival delay: 9
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Interceptor 1"
	"Interceptor 2"
)
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 9
+Wave Delay Max: 9

$Name: Predator
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Predator 1

$Arrival Location: Hyperspace
+Arrival delay: 9
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Predator 1"
	"Predator 2"
	"Predator 3"
)
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 9
+Wave Delay Max: 9

$Name: Hunter
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Hunter 1

$Arrival Location: Hyperspace
+Arrival delay: 9
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Hunter 1"
	"Hunter 2"
	"Hunter 3"
)
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 9
+Wave Delay Max: 9

$Name: Defender
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Defender 1

$Arrival Location: Hyperspace
+Arrival delay: 9
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 3 total
	"Defender 1"
	"Defender 2"
	"Defender 3"
)
+Flags: ( )
+Wave Delay Min: 9
+Wave Delay Max: 9

$Name: Kappa
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Kappa 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( destroyed-or-departed-delay 
   0 
   "NR G'Quan" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Kappa 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Lamda
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Lamda 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( destroyed-or-departed-delay 
   0 
   "NR S'Lak" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Lamda 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Zeta
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Zeta 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( destroyed-or-departed-delay 
   0 
   "NR G'Bek" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Zeta 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Eta
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Eta 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( is-destroyed-delay 0 "NR V'Mil" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Eta 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Gold
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Gold 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( is-destroyed-delay 0 "EA Rhea" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Gold 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Silver
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Silver 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( destroyed-or-departed-delay 
   0 
   "EA Prometheus" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Silver 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Copper
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Copper 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( is-destroyed-delay 0 "EA Medusa" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Copper 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

$Name: Bronze
$Waves: 30
$Wave Threshold: 0
$Special Ship: 0		;! Bronze 1

$Arrival Location: Hyperspace
+Arrival delay: 8
$Arrival Cue: ( is-destroyed-delay 0 "EA Pollux" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 1 total
	"Bronze 1"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-message" "no-arrival-warp" )
+Wave Delay Min: 8
+Wave Delay Max: 8

#Events		;! 67 total

$Formula: ( when ( true ) ( do-nothing ) ) 
+Name: Startup
+Repeat Count: 1
+Interval: 1   
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "EA Medusa" 
         "Waypoint path 1:1" 
      )
      2000 
   )
   ( clear-goals "EA Medusa" ) 
)
+Name: Mesuda Near
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR V'Mil" 
         "Waypoint path 1:1" 
      )
      2000 
   )
   ( clear-goals "NR V'Mil" ) 
)
+Name: V'mil stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "EA Pollux" 
         "Waypoint path 2:1" 
      )
      2000 
   )
   ( clear-goals "EA Pollux" ) 
)
+Name: pollux near
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR Bin'Tak" 
         "Waypoint path 2:1" 
      )
      2000 
   )
   ( clear-goals "NR Bin'Tak" ) 
)
+Name: bintak near
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "EA Hades" 
         "Waypoint path 3:1" 
      )
      2000 
   )
   ( clear-goals "EA Hades" ) 
)
+Name: hades near
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR G'Bek" 
         "Waypoint path 3:1" 
      )
      2000 
   )
   ( clear-goals "NR G'Bek" ) 
)
+Name: G'Bek Stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( ship-subsys-guardian-threshold 
      100 
      "NR Bin'Tak" 
      "sensors" 
   )
   ( ship-subsys-untargetable 
      "NR Bin'Tak" 
      "sensors" 
   )
)
+Name: bintak protect sernsors
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-subsystem-destroyed-delay 
         "NR V'Mil" 
         "turret01a" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR V'Mil" 
         "turret02a" 
         0 
      )
   )
   ( add-goal 
      "NR V'Mil" 
      ( ai-chase "EA Medusa" 89 ) 
   )
)
+Name: kamikaze conditions
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "kamikaze conditions" 
      1 
   )
   ( kamikaze 400000 "NR V'Mil" ) 
)
+Name: kamikaze
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "NR G'Bek" ) 30 ) 
   ( add-goal 
      "NR G'Bek" 
      ( ai-waypoints-once "Retreat" 89 ) 
   )
)
+Name: G'Bek retreat
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "G'Bek retreat" 
      15 
   )
   ( add-goal 
      "EA Hades" 
      ( ai-waypoints-once 
         "Waypoint path 4" 
         89 
      )
   )
)
+Name: new goal for hades
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "EA Hades" 
         "Waypoint path 4:1" 
      )
      2000 
   )
   ( clear-goals "EA Hades" ) 
)
+Name: hades stop 2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( destroyed-or-departed-delay 
      0 
      "EA Pollux" 
   )
   ( add-goal 
      "NR Bin'Tak" 
      ( ai-waypoints-once 
         "Waypoint path 4" 
         89 
      )
   )
)
+Name: bintak new goal
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR Bin'Tak" 
         "Waypoint path 4:1" 
      )
      1500 
   )
   ( clear-goals "NR Bin'Tak" ) 
)
+Name: bintak stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR G'Quan" 
         "flank attack:1" 
      )
      4000 
   )
   ( clear-goals "NR G'Quan" ) 
)
+Name: Gquan new goal
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "EA Pollux" ) 
   ( add-goal 
      "NR G'Quan" 
      ( ai-chase "EA Hades" 89 ) 
   )
)
+Name: guan attack hades
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "NR G'Quan" "EA Hades" ) 
      3000 
   )
   ( clear-goals "NR G'Quan" ) 
)
+Name: gquan stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR S'Lak" 
         "Proteus attacked:1" 
      )
      3000 
   )
   ( clear-goals "NR S'Lak" ) 
)
+Name: s'Lak near
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "EA Rhea" 
         "Rhea in the way:1" 
      )
      2300 
   )
   ( clear-goals "EA Rhea" ) 
)
+Name: rhea stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "EA Prometheus" 
         "Prometheus waypoint:1" 
      )
      1000 
   )
   ( clear-goals "EA Prometheus" ) 
)
+Name: prometheus stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "NR Ph'Bal" 
         "Ph'Lan waypoint:1" 
      )
      3000 
   )
   ( clear-goals "NR Ph'Bal" ) 
)
+Name: Ph'Bal stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "NR S'Lak" 
      "weapons" 
      0 
   )
   ( add-goal 
      "NR S'Lak" 
      ( ai-chase "EA Rhea" 89 ) 
   )
)
+Name: s'Lak weapons down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( kamikaze 200000 "NR S'Lak" ) 
)
+Name: kamikaze s'Lak
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "NR V'Mil" ) 
   ( add-goal 
      "EA Medusa" 
      ( ai-chase "NR G'Quan" 89 ) 
   )
)
+Name: medusa orders
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "EA Medusa" "NR G'Quan" ) 
      3000 
   )
   ( clear-goals "EA Medusa" ) 
)
+Name: medusa stop 2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 0 "EA Medusa" ) 
      ( is-destroyed-delay 0 "EA Hades" ) 
      ( is-destroyed-delay 0 "EA Pollux" ) 
   )
   ( add-goal 
      "EA Proteus" 
      ( ai-waypoints-once "EA retreat" 89 ) 
   )
)
+Name: proteus retreat
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 0 "EA Pollux" ) 
      ( is-destroyed-delay 0 "EA Hades" ) 
   )
   ( add-goal 
      "NR G'Quan" 
      ( ai-chase "EA Proteus" 89 ) 
   )
)
+Name: hades and pollux down guan
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "NR G'Quan" "EA Proteus" ) 
      3000 
   )
   ( clear-goals "NR G'Quan" ) 
)
+Name: guan stop on proteus
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 5 "NR S'Lak" ) 
   ( add-goal 
      "EA Rhea" 
      ( ai-chase "NR Bin'Tak" 89 ) 
   )
)
+Name: rhea hunt bintak
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "NR Bin'Tak" ) 17 ) 
   ( add-goal 
      "NR Bin'Tak" 
      ( ai-play-dead 89 ) 
   )
   ( turret-lock-all "NR Bin'Tak" ) 
   ( ship-invulnerable "NR Bin'Tak" ) 
   ( change-iff 
      "Non Combatant" 
      "NR Bin'Tak" 
   )
   ( set-subsystem-strength 
      "NR Bin'Tak" 
      "<all engines>" 
      0 
   )
   ( set-subsystem-strength 
      "NR Bin'Tak" 
      "weapons" 
      0 
   )
   ( set-subsystem-strength 
      "NR Bin'Tak" 
      "navigation" 
      0 
   )
)
+Name: bintak derelict
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-subsystem-destroyed-delay 
         "NR Bin'Tak" 
         "weapons" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR G'Quan" 
         "weapons" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR S'Lak" 
         "weapons" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR Ph'Bal" 
         "weapons" 
         0 
      )
   )
   ( do-nothing ) 
)
+Name: Destroy Weapons
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Weapon Subsystems", -1)
+Objective key:  XSTR("F7", -1)
+Team: 0

$Formula: ( when 
   ( and 
      ( is-subsystem-destroyed-delay 
         "NR Bin'Tak" 
         "navigation" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR G'Quan" 
         "navigation" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR S'Lak" 
         "navigation" 
         0 
      )
      ( is-subsystem-destroyed-delay 
         "NR Ph'Bal" 
         "navigation" 
         0 
      )
   )
   ( do-nothing ) 
)
+Name: Destroy Navigation
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Navigation Subsystems", -1)
+Objective key:  XSTR("F7", -1)
+Team: 0

$Formula: ( when 
   ( destroyed-or-departed-delay 
      0 
      "EA Prometheus" 
   )
   ( add-goal 
      "NR Ph'Bal" 
      ( ai-chase "EA Hades" 89 ) 
   )
)
+Name: ph'Bal new goals
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "EA Hades" "NR Ph'Bal" ) 
      3000 
   )
   ( clear-goals "NR Ph'Bal" ) 
)
+Name: ph'bal new stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "Startup" 5 ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "S'Lak attacking" 
   )
)
+Name: slak attack message
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( training-msg "S'Lak attacking" ) 
)
+Name: slak attack hud
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Team: 0

$Formula: ( when 
   ( true ) 
   ( send-message 
      "EA Rhea" 
      "High" 
      "Rhea Intercepting" 
   )
)
+Name: rhea intercept
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Team: 0

$Formula: ( when 
   ( true ) 
   ( training-msg "Rhea Intercepting" ) 
)
+Name: rhe intercept hud
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 2 "EA Pollux" ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "Pollux down" 
   )
   ( training-msg "Pollux down" ) 
)
+Name: pollux down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 3 "EA Rhea" ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "Rhea down" 
   )
   ( training-msg "Rhea down" ) 
)
+Name: rhea down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 2 "EA Hades" ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "Hades down" 
   )
   ( training-msg "Hades down" ) 
)
+Name: hades down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 2 "EA Medusa" ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "Medusa down" 
   )
   ( training-msg "Medusa down" ) 
)
+Name: medusa down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "G'Bek retreat" 
      0 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "G'Bek retreat" 
   )
   ( training-msg "G'Bek retreat" ) 
)
+Name: G'Bek retreats
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "kamikaze" 0 ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "V'Mil kamikaze" 
   )
   ( training-msg "V'Mil kamikaze" ) 
)
+Name: v'mil kamikaze
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( = ( hits-left "EA Prometheus" ) 20 ) 
   ( send-message 
      "EA Prometheus" 
      "High" 
      "Prometheus retreat" 
   )
   ( training-msg "Prometheus retreat" ) 
)
+Name: Prometheus retreat
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "kamikaze s'Lak" 
      0 
   )
   ( send-message 
      "EA Rhea" 
      "High" 
      "S'Lak kamikaze" 
   )
   ( training-msg "S'Lak kamikaze" ) 
)
+Name: slak ram
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "BinTak derelict" 
   )
   ( training-msg "BinTak derelict" ) 
)
+Name: bintak derelicts
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 8 "NR S'Lak" ) 
      ( not 
         ( is-destroyed-delay 0 "EA Rhea" ) 
      )
   )
   ( send-message 
      "EA Rhea" 
      "High" 
      "Rhea after kamikaze" 
   )
   ( training-msg "Rhea after kamikaze" ) 
)
+Name: rhea survives
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 3 "NR G'Quan" ) 
   ( send-message 
      "EA Proteus" 
      "High" 
      "GQuan down" 
   )
   ( training-msg "GQuan down" ) 
)
+Name: gquan down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 7 "NR V'Mil" ) 
      ( not 
         ( is-destroyed-delay 0 "EA Medusa" ) 
      )
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "V'Mil down" 
   )
   ( training-msg "V'Mil down" ) 
)
+Name: vmil down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 3 "NR V'Mil" ) 
      ( is-destroyed-delay 3 "EA Medusa" ) 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "V'Mil success kamikaze" 
   )
   ( training-msg 
      "V'Mil success kamikaze" 
   )
)
+Name: vmill success
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "NR S'Lak" 
      "weapons" 
      0 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "S'Lak weapons" 
   )
   ( training-msg "S'Lak weapons" ) 
)
+Name: slak weps down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "NR Bin'Tak" 
      "weapons" 
      0 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "Bintak systems down" 
   )
   ( training-msg "Bintak systems down" ) 
)
+Name: bintak weapons
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "NR G'Quan" 
      "weapons" 
      0 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "G'Quan systems" 
   )
   ( training-msg "G'Quan systems" ) 
)
+Name: gquan systems
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "NR Ph'Bal" 
      "weapons" 
      0 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "Ph'Bal systems" 
   )
   ( training-msg "Ph'Bal systems" ) 
)
+Name: phbal systems
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      5 
      "EA Pollux" 
      "EA Hades" 
      "EA Medusa" 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "Proteus Retreat" 
   )
   ( training-msg "Proteus Retreat" ) 
)
+Name: Mission Fail Message
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( destroyed-or-departed-delay 
         7 
         "NR V'Mil" 
         "NR G'Bek" 
         "NR G'Quan" 
         "NR S'Lak" 
         "NR Ph'Bal" 
      )
      ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   )
   ( send-message 
      "EA Proteus" 
      "High" 
      "Mission Success" 
   )
)
+Name: Mission Success Message
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-event-true-delay 
         "Mission Fail Message" 
         20 
      )
      ( is-event-true-delay 
         "Mission Success Message" 
         20 
      )
   )
   ( force-jump ) 
)
+Name: Mission End
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( damaged-escort-priority-all 100 ) 
)
+Name: Damaged Escort Priority
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( destroyed-or-departed-delay 
         0 
         "NR G'Bek" 
      )
      ( destroyed-or-departed-delay 
         0 
         "EA Prometheus" 
      )
      ( is-event-true-delay 
         "bintak derelict" 
         0 
      )
   )
   ( add-goal 
      "EA Hades" 
      ( ai-chase "NR Ph'Bal" 89 ) 
   )
)
+Name: hades targeting Ph'bal
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "EA Hades" "NR Ph'Bal" ) 
      2000 
   )
   ( clear-goals "EA Hades" ) 
)
+Name: hades stop for phbal
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( add-goal 
      "EA Pollux" 
      ( ai-chase "NR G'Quan" 89 ) 
   )
)
+Name: pollux realign
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance "EA Pollux" "NR G'Quan" ) 
      1800 
   )
   ( clear-goals "EA Pollux" ) 
)
+Name: pollux stop
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( destroyed-or-departed-delay 
         0 
         "NR G'Bek" 
         "NR V'Mil" 
         "NR G'Quan" 
         "NR S'Lak" 
         "NR Ph'Bal" 
      )
      ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   )
   ( add-goal 
      "NR Ph'Bal" 
      ( ai-waypoints-once "Retreat" 89 ) 
   )
)
+Name: phbal retreat
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( = 
      ( rand 33 38 ) 
      ( hits-left "NR S'Lak" ) 
   )
   ( self-destruct "NR S'Lak" ) 
)
+Name: S'Lak self-destruct
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( ship-guardian-threshold 
      40 
      "Alpha 3" 
   )
   ( ship-subsys-guardian-threshold 
      40 
      "Alpha 3" 
      "engine" 
      "navigation" 
      "weapons" 
      "sensors" 
      "communications" 
      "turret01a" 
   )
)
+Name: guard alpha 3
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals		;! 4 total

$Type: Primary
+Name: Destroy Narn Fleet
$MessageNew:  XSTR("Destroy Narn Fleet", -1)
$end_multi_text
$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "NR V'Mil" 
      "NR G'Bek" 
      "NR G'Quan" 
      "NR S'Lak" 
      "NR Ph'Bal" 
   )
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( not 
      ( destroyed-or-departed-delay 
         0 
         "EA Proteus" 
      )
   )
)

$Type: Primary
+Name: Hades Survives
$MessageNew:  XSTR("Hades must Survive", -1)
$end_multi_text
$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "NR V'Mil" 
      "NR G'Bek" 
      "NR G'Quan" 
      "NR S'Lak" 
      "NR Ph'Bal" 
   )
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( not 
      ( destroyed-or-departed-delay 
         0 
         "EA Hades" 
      )
   )
)
+No music

$Type: Primary
+Name: Pollux Survives
$MessageNew:  XSTR("Pollux Must Survive", -1)
$end_multi_text
$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "NR V'Mil" 
      "NR G'Bek" 
      "NR G'Quan" 
      "NR S'Lak" 
      "NR Ph'Bal" 
   )
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( not 
      ( destroyed-or-departed-delay 
         0 
         "EA Pollux" 
      )
   )
)

$Type: Primary
+Name: Medusa Survives
$MessageNew:  XSTR("Medusa Must Survive", -1)
$end_multi_text
$Formula: ( and 
   ( destroyed-or-departed-delay 
      0 
      "NR V'Mil" 
      "NR G'Bek" 
      "NR G'Quan" 
      "NR S'Lak" 
      "NR Ph'Bal" 
   )
   ( is-iff "Non Combatant" "NR Bin'Tak" ) 
   ( not 
      ( destroyed-or-departed-delay 
         0 
         "EA Medusa" 
      )
   )
)

#Waypoints		;! 11 lists total

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

$Name: Waypoint path 2
$List: (		;! 1 points in list
	( 0.000000, 0.000000, 2000.000000 )
)

$Name: Waypoint path 3
$List: (		;! 1 points in list
	( 4000.000000, 1000.000000, 2000.000000 )
)

$Name: Waypoint path 4
$List: (		;! 1 points in list
	( 2000.000000, 500.000000, 2000.000000 )
)

$Name: Retreat
$List: (		;! 1 points in list
	( 887.909180, 4000.000244, 12948.041992 )
)

$Name: flank attack
$List: (		;! 1 points in list
	( 0.000000, 0.000000, 0.000000 )
)

$Name: Proteus attacked
$List: (		;! 1 points in list
	( 2000.000000, 4000.000000, -5000.000000 )
)

$Name: Rhea in the way
$List: (		;! 1 points in list
	( 4000.000000, 3800.000000, -5000.000000 )
)

$Name: Prometheus waypoint
$List: (		;! 1 points in list
	( 2000.000000, 2000.000000, 3000.000000 )
)

$Name: Ph'Lan waypoint
$List: (		;! 1 points in list
	( 2000.000000, 2200.000000, 2000.000000 )
)

$Name: EA retreat
$List: (		;! 1 points in list
	( 13.954458, -0.012953, -18702.033203 )
)

#Messages		;! 21 total


$Name: S'Lak attacking
$Team: -1
$MessageNew:  XSTR("S'Lak is heading towards the Proteus", -1)
$end_multi_text
+AVI Name: Head_Cap_Smitz.ani
+Wave Name: emtpymsg.wav

$Name: Rhea Intercepting
$Team: -1
$MessageNew:  XSTR("Acknowledged, Rhea intercepting", -1)
$end_multi_text
+AVI Name: Head_B5_James.ani
+Wave Name: emtpymsg.wav

$Name: Pollux down
$Team: -1
$MessageNew:  XSTR("Pollux is down, i repeat Pollux is down", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Rhea down
$Team: -1
$MessageNew:  XSTR("Rhea has been destroyed", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Hades down
$Team: -1
$MessageNew:  XSTR("Hades hull collapsed", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Medusa down
$Team: -1
$MessageNew:  XSTR("Medusa took the hit head on, no life pods.", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: G'Bek retreat
$Team: -1
$MessageNew:  XSTR("G'Bek Appears to be Retreating", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: V'Mil kamikaze
$Team: -1
$MessageNew:  XSTR("The V'Mil is picking up speed, they are going to ram Medusa", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Prometheus retreat
$Team: -1
$MessageNew:  XSTR("Prometheus has taken too much damage, we are warping out.", -1)
$end_multi_text
+AVI Name: Head_Cap_Mikhailovich.ani
+Wave Name: emtpymsg.wav

$Name: S'Lak kamikaze
$Team: -1
$MessageNew:  XSTR("The S'Lak is going to ram us, no time to manouever.", -1)
$end_multi_text
+AVI Name: Head_B5_James.ani
+Wave Name: emtpymsg.wav

$Name: BinTak derelict
$Team: -1
$MessageNew:  XSTR("Bintak has multiple breaches on hull, they are dead in the water", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Rhea after kamikaze
$Team: -1
$MessageNew:  XSTR("We got busted up really good. But Hull still holding, moving to next target", -1)
$end_multi_text
+AVI Name: Head_B5_James.ani
+Wave Name: emtpymsg.wav

$Name: GQuan down
$Team: -1
$MessageNew:  XSTR("G'Quan was destroyed good job everybody", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: V'Mil down
$Team: -1
$MessageNew:  XSTR("V'Mil down. Targeting G'Quan", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: V'Mil success kamikaze
$Team: -1
$MessageNew:  XSTR("V'Mil rammed the Medusa, both ships down. The Narn are crazy.", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: S'Lak weapons
$Team: -1
$MessageNew:  XSTR("S'Lak targeting systems down", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Bintak systems down
$Team: -1
$MessageNew:  XSTR("Bin'Tak targeting systems down", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: G'Quan systems
$Team: -1
$MessageNew:  XSTR("G'Quan targeting systems down", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Ph'Bal systems
$Team: -1
$MessageNew:  XSTR("Ph'Bal targeting systems down", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Proteus Retreat
$Team: -1
$MessageNew:  XSTR("All Units Retreat to rendesvous Point, ALL UNITS RETREAT", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

$Name: Mission Success
$Team: -1
$MessageNew:  XSTR("Narn Fleet has been effectively destroyed. 
Deploying Search And Resque Teams", -1)
$end_multi_text
+AVI Name: Head_Cap_Matheson_2.ani
+Wave Name: emtpymsg.wav

#Reinforcements		;! 0 total


#Background bitmaps		;! 42 total

$Num stars: 0
$Ambient light level: 10197915

$Bitmap List:
$Sun: Stars_Sun_White
+Angles: 0.244346 0.000000 0.733038
+Scale: 1.000000
$Starbitmap: Stars_Neb_Fire_01
+Angles: 0.000000 0.000000 0.000000
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_10
+Angles: 0.069813 0.000000 0.191986
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_11
+Angles: 0.279252 0.000000 6.195914
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_11
+Angles: 0.418879 0.000000 0.191986
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_12
+Angles: 0.628318 0.000000 0.000000
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_13
+Angles: 0.802851 0.000000 0.279252
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_02
+Angles: 1.047197 0.000000 0.000000
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_03
+Angles: 1.099557 0.000000 0.226893
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_14
+Angles: 0.959930 0.000000 0.401425
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_04
+Angles: 1.151916 0.000000 0.418879
+ScaleX: 3.000000
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+DivY: 1
$Starbitmap: Stars_Neb_Fire_05
+Angles: 1.343902 0.000000 0.157080
+ScaleX: 3.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_06
+Angles: 1.413716 0.000000 0.349066
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Fire_07
+Angles: 1.710421 0.000000 0.314159
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_01
+Angles: 1.047197 0.000000 2.268926
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_10
+Angles: 0.733038 0.000000 2.286380
+ScaleX: 3.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Blue_11
+Angles: 1.326449 0.000000 2.268926
+ScaleX: 3.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_11
+Angles: 1.047197 0.000000 2.024580
+ScaleX: 3.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_12
+Angles: 1.047197 0.000000 2.513272
+ScaleX: 3.000000
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$Starbitmap: Stars_Neb_Purp_D_14
+Angles: 1.291543 0.000000 2.583085
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$Starbitmap: Stars_Neb_Purp_D_02
+Angles: 1.378809 0.000000 2.565632
+ScaleX: 3.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_03
+Angles: 1.047197 0.000000 2.059487
+ScaleX: 3.000000
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+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_04
+Angles: 0.925024 0.000000 2.007127
+ScaleX: 4.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purp_D_05
+Angles: 1.605702 0.000000 2.094393
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+ScaleY: 3.000000
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+DivY: 1
$Starbitmap: Stars_Neb_Blue_02
+Angles: 0.872664 0.000000 2.530725
+ScaleX: 3.000000
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+DivY: 1
$Starbitmap: Stars_Neb_Blue_03
+Angles: 0.541052 0.000000 2.338739
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$Starbitmap: Stars_Neb_Blue_07
+Angles: 1.047197 0.000000 2.914698
+ScaleX: 3.000000
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$Starbitmap: Stars_Neb_Blue_L_17
+Angles: 0.523598 0.000000 2.548179
+ScaleX: 3.000000
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$Starbitmap: Stars_Neb_Purple_03
+Angles: 1.047197 0.000000 2.705258
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_08
+Angles: 1.518435 3.141590 2.565632
+ScaleX: 3.000000
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$Starbitmap: Stars_Neb_New_02
+Angles: 0.000000 0.000000 4.712385
+ScaleX: 3.000000
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$Starbitmap: Stars_Neb_Fire_10
+Angles: 4.991638 0.000000 4.415679
+ScaleX: 3.000000
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+DivX: 1
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$Starbitmap: Stars_Neb_Red_10
+Angles: 0.000000 0.000000 4.450586
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_11
+Angles: 5.864302 0.000000 4.328413
+ScaleX: 4.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_12
+Angles: 5.567596 0.000000 4.258600
+ScaleX: 3.000000
+ScaleY: 3.000000
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+DivY: 1
$Starbitmap: Stars_Neb_Red_14
+Angles: 4.764745 0.000000 4.206240
+ScaleX: 3.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_15
+Angles: 5.462876 6.265727 4.118974
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_16
+Angles: 0.645771 0.000000 4.363320
+ScaleX: 4.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_17
+Angles: 0.157080 0.000000 5.026544
+ScaleX: 3.000000
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+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_18
+Angles: 4.206240 0.000000 4.118974
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_03
+Angles: 0.244346 0.000000 3.909534
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Red_04
+Angles: 0.104720 6.178461 3.630282
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Planet_Volcanic
+Angles: 6.091194 0.000000 6.178461
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End

