#Mission Info

$Version: 0.10
$Name:  XSTR("Untitled", -1)
$Author: Windows User
$Created: 06/12/20 at 11:17:21
$Modified: 07/20/20 at 17:02:37
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 0
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 0
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: -436.629730, 324.384125, 1661.497559
+Viewer orient:
	0.898462, 0.000002, -0.439051,
	0.191584, 0.899770, 0.392056,
	0.395046, -0.436363, 0.808410


$AI Profile: FS2 RETAIL

#Sexp_variables

$Variables:
(
		0		"MarineHP"		"100"		"number"
		1		"ProgresstoData"		"0"		"number"
		2		"TeamisEngaged"		"0"		"number"
)

#Command Briefing

$Stage Text:
 XSTR("Recent Developments

The situation with the NTR has become much more dire than initially expected. What was originally believed to be a mere rebel force turns out to be equipped with not only a bunch of prototype technologies but also now Shivan ships and weapons. I think it's needless to say, all such events must be kept strictly confidential for the time being. The GTVI officially reports that the situation in Mirfak was $quotejust a bunch of Shivans that got really badly lost$quote and that the recovered technology is to $quoteacquire more resources and knowledge, should a future incursion ever happen.$quote
However, with what we have received, the GTD Charlemagne has been elected to be the first destroyer to officially receive a complement of the newest ships and weapons we have acquired throughout this rebellion.", -1)
$end_multi_text
$Ani Filename: none
+Wave Filename: none

$Stage Text:
 XSTR("GSF Manticore

This Shivan fighter is presumably a type of high speed interceptor, easily matching our GTF Pegasus in terms of speed. With only one gun bank, this fighter heavily favors those who work well with secondary weapons.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("GSF Dragon

The legendary Dragon that has plagued us for two wars is now at our disposal (albeit limited until we find a way to make more, or capture more). Unlike the damaged one used during the Great War, this version has had some improvements done to its hull plating to be more durable beyond the shield. Our test pilots reported this iteration to be $quotevery fun and enjoyable to fly$quote. ", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("GSF Basilisk

Those of you who miss the Hercules Mark I after it was officially decomissioned from service, fret not. The Basilisk is effectively the Shivan equivalent of an old Hercules, packing two less guns in favor of a higher missile capacity. The extremely powerful shield will keep you from suffering much harm even after a tough attack run on a cruiser or freighter.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("The XS Series

Along with Shivan Ships, we have also recovered numerous Shivan ship weapons. In a joint black project between Subach Innes and the Akheton Corporation, they have modified the weapons to be more akin to Terran weapons while still retainng their original power to some extent. Their naming is rather simple, but easy to understand. The weapons are as follow:
XS-2 Light Shivan Laser
XS-2.55 Heavy Shivan Laser
XS-4 Mega Shivan Laser
All three are compatible with all Shivan ships. The rule of thumb is: The heavier, the slower it fires but stronger it hits.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

$Stage Text:
 XSTR("The XFB Havoc

GTVI has done heavy research and development on this prototype weapon recovered from the NTR. and the weapon is finally in its end stages of testing. It turns out to be a fighter mounted Gas-Fusion Chemical Laser Weapon, meant to penetrate shields and directly vaporize hull and armor. The energy demands will be appropriateoly very high, but once it finishes development, it will be a sure help in your arsenal.", -1)
$end_multi_text
$Ani Filename: <default>
+Wave Filename: none

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Alternate Types:
$Alt: Civilian Shuttle
$Alt: Civilian Large Shuttle

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"GTF Ulysses"	5
	"GTF Hercules"	5
	"GTF Hercules Mark II"	5
	"GTF Ares"	5
	"GTF Erinyes"	5
	"GTF Loki"	5
	"GTF Pegasus"	5
	"GTF Perseus"	5
	"GTF Myrmidon"	5
	"SF Mara (terrans)"	5
	"GTB Artemis"	5
	"GTB Artemis D.H."	5
	"GTB Medusa"	5
	"GTB Ursa"	5
	"GTB Zeus"	5
	"GTB Boanerges"	5
	"SF Dragon (Terrans)"	5
	"SF Basilisk (Terrans)"	5
	"SF Manticore (Terrans)"	5
)

+Weaponry Pool: (
	"Subach HL-7"	16
	"Subach HL-D"	16
	"Mekhu HL-7"	16
	"Mekhu HL-7D"	16
	"Akheton SDG"	16
	"Morning Star"	16
	"MorningStar D"	16
	"Prometheus R"	16
	"Prometheus S"	16
	"Prometheus D"	16
	"Maxim"	16
	"Maxim D"	16
	"UD-8 Kayser"	16
	"UD-D Kayser"	16
	"Circe"	16
	"Lamprey"	16
	"Vasudan Light Laser"	16
	"Rockeye"	500
	"Rockeye D"	500
	"Tempest"	500
	"Tempest D"	500
	"Hornet"	500
	"Hornet D"	500
	"Hornet#Weak"	500
	"Tornado"	500
	"Tornado D"	500
	"Harpoon"	508
	"Harpoon D"	500
	"Harpoon#Weak"	500
	"Trebuchet"	500
	"TAG-A"	500
	"TAG-B"	500
	"TAG-C"	500
	"Piranha"	500
	"Stiletto II"	500
	"Infyrno"	500
	"Infyrno D"	500
	"Cyclops"	500
	"Cyclops#short"	500
	"Helios"	500
	"EMP Adv."	500
	"Harpoon#Weak#Shivan"	100
	"XS-2.55 Heavy"	2
)

#Objects		;! 11 total

$Name: Alpha 1		;! Object #0
$Class: SF Dragon (Terrans)
$Team: Friendly
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 8

$Name: Pulsar Station		;! Object #1
$Class: GTI Arcadia
$Team: Hostile
$Location: 388.589844, -0.000061, 2535.906494
$Orientation:
	-0.991355, 0.000000, -0.131213,
	0.000000, 1.000000, 0.000000,
	0.131213, 0.000000, -0.991355
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 800

$Name: Normandy		;! Object #2
$Class: GTT Argo
$Team: Friendly
$Location: 1380.214844, 824.100159, -1075.865234
$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-dock "Pulsar Station" "Frontside dock" "Platform 11a" 50 ) )
$Cargo 1:  XSTR("4th Marine Group", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 40

$Name: Shuttle		;! Object #3
$Class: GTEP Hermes
$Alt: Civilian Shuttle

$Team: Unknown
$Location: -185.078308, -0.000885, 2067.835449
$Orientation:
	-0.945525, 0.000000, -0.325549,
	0.000000, 1.000000, 0.000000,
	0.325549, 0.000000, -0.945525
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 50 ) ( ai-warp-out 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Pulsar Station
+Arrival Delay: 2
$Arrival Cue: ( is-event-true-delay 
   "enemies are fleeing" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Group: 0
+Use Table Score:
+Score: 5

$Name: Ferry		;! Object #4
$Class: GTT Elysium
$Alt: Civilian Large Shuttle

$Team: Unknown
$Location: -85.996742, -0.000931, 2098.395996
$Orientation:
	-0.970958, 0.000000, -0.239249,
	0.000000, 1.000000, 0.000000,
	0.239249, 0.000000, -0.970958
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 50 ) ( ai-warp-out 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Pulsar Station
+Arrival Delay: 8
$Arrival Cue: ( is-event-true-delay 
   "enemies are fleeing" 
   0 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Pluto		;! Object #5
$Class: GTS Hygeia
$Team: Friendly
$Location: -324.030212, -0.001045, 1752.099731
$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-dock "Shuttle" "lower ring" "blahblah" 50 ) ( ai-waypoints-once "Waypoint path 1" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
+Arrival Delay: 3
$Arrival Cue: ( is-disabled-delay 0 "Shuttle" ) 
$Departure Location: Hyperspace
$Departure Cue: ( are-waypoints-done-delay 
   "Pluto" 
   "Waypoint path 1" 
   0 
)
$Determination: 10
+Flags: ( "cargo-known" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 15

$Name: Ganymede		;! Object #6
$Class: GTT Elysium
$Team: Friendly
$Location: 392.904968, -0.000824, 1687.925171
$Orientation:
	0.565300, 0.000000, 0.824886,
	0.000000, 1.000000, 0.000000,
	-0.824886, 0.000000, 0.565300
$AI Behavior: None
$AI Goals: ( goals ( ai-dock "Ferry" "topside docking" "topside docking" 50 ) ( ai-warp-out 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Hyperspace
+Arrival Delay: 4
$Arrival Cue: ( is-disabled-delay 0 "Ferry" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Escape Ship		;! Object #7
$Class: GTT Elysium
$Team: Friendly
$Location: 8.570801, 0.000092, 2066.014404
$Orientation:
	-0.999965, 0.000000, 0.008407,
	0.000000, 1.000000, 0.000000,
	-0.008407, 0.000000, -0.999965
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 2" 50 ) ( ai-warp-out 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: Pulsar Station
+Arrival Delay: 10
$Arrival Cue: ( is-destroyed-delay 
   0 
   "Normandy" 
   "Pillbox 1" 
   "Pillbox 2" 
   "Pillbox 3" 
)
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Pillbox 1		;! Object #8
$Class: TSC 2
$Team: Hostile
$Location: 27.644535, 29.782295, 2306.259277
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( is-destroyed-delay 0 "Normandy" ) 
$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: 0

$Name: Pillbox 2		;! Object #9
$Class: TSC 2
$Team: Hostile
$Location: -190.785156, 29.263159, 2293.170898
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( is-destroyed-delay 0 "Normandy" ) 
$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: 0

$Name: Pillbox 3		;! Object #10
$Class: GTT Elysium
$Team: Hostile
$Location: -76.916862, 31.245884, 2285.381836
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: engine
$Damage: 100
+Subsystem: turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( is-destroyed-delay 0 "Normandy" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 257		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

#Wings		;! 1 total

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

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

#Events		;! 20 total

$Formula: ( when 
   ( is-docked "Normandy" ) 
   ( modify-variable @TeamisEngaged[0] 0 ) 
)
+Name: begin docking ticker
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( = @TeamisEngaged[0] 0 ) 
   ( modify-variable 
      @ProgresstoData[0] 
      ( + @ProgresstoData[0] 1 ) 
   )
)
+Name: progress ticker
+Repeat Count: -1
+Trigger Count: 999999
+Interval: 2
+Chained: 0

$Formula: ( when 
   ( = @TeamisEngaged[0] 1 ) 
   ( modify-variable 
      @MarineHP[100] 
      ( - @MarineHP[100] 1 ) 
   )
)
+Name: engagement downticker
+Repeat Count: -1
+Trigger Count: 999999
+Interval: 3

$Formula: ( when 
   ( = @MarineHP[100] 75 ) 
   ( send-message 
      "#Marine Team 4" 
      "High" 
      "team at 75HP" 
   )
)
+Name: HP at 75 message
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( key-pressed "T" ) 
   ( modify-variable @TeamisEngaged[0] 1 ) 
)
+Name: debug switch engage flag to 1
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("F for debug engage", -1)

$Formula: ( when 
   ( = @ProgresstoData[0] 20 ) 
   ( modify-variable @TeamisEngaged[0] 1 ) 
)
+Name: engagementsensors
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Marine Team 4" 
      "High" 
      "enemy from sensors" 
   )
)
+Name: engagemsg
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "go destroy sensors" 
   )
)
+Name: msgSensor2
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Pulsar Station" 
      "sensors" 
      0 
   )
   ( modify-variable @TeamisEngaged[0] 0 ) 
)
+Name: switchengagebackto0
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Marine Team 4" 
      "High" 
      "marinesthankyou1" 
   )
)
+Name: thankyou1
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( = @ProgresstoData[0] 30 ) 
   ( send-message 
      "#Marine Team 4" 
      "High" 
      "marinesprogresstocomms" 
   )
)
+Name: gotocommsprogress
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( = @ProgresstoData[0] 40 ) 
   ( modify-variable @TeamisEngaged[0] 1 ) 
)
+Name: engageatcomms
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Marine Team 4" 
      "High" 
      "pinnedatcomms" 
   )
)
+Name: commsengagemsg
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "go destroy comms" 
   )
)
+Name: commandCEMSG
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when 
   ( is-subsystem-destroyed-delay 
      "Pulsar Station" 
      "sensors" 
      0 
   )
   ( modify-variable @TeamisEngaged[0] 0 ) 
)
+Name: commsdestroyed
+Repeat Count: 1
+Interval: 1
+Chained: 0

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#NTR Marine" 
      "High" 
      "enemycommsdestroyed" 
   )
)
+Name: enemymsg2
+Repeat Count: 1
+Interval: 1
+Chained: 1

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#NTR Marine" 
      "High" 
      "fleeingteams" 
   )
)
+Name: enemyfleemsg1
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#NTR Marine" 
      "High" 
      "getback" 
   )
)
+Name: enemyfleemsg2
+Repeat Count: 1
+Interval: 1
+Chained: 4

$Formula: ( when 
   ( true ) 
   ( send-message 
      "#Command" 
      "High" 
      "enemy is fleeing" 
   )
)
+Name: enemies are fleeing
+Repeat Count: 1
+Interval: 1
+Chained: 6

$Formula: ( when 
   ( = @ProgresstoData[0] 55 ) 
   ( send-message 
      "#Marine Team 4" 
      "High" 
      "looking for tapes" 
   )
)
+Name: lookingfordata
+Repeat Count: 1
+Interval: 1

#Goals		;! 0 total


#Waypoints		;! 2 lists total

$Name: Waypoint path 1
$List: (		;! 1 points in list
	( -20.255127, 141.006531, 941.812134 )
)

$Name: Waypoint path 2
$List: (		;! 1 points in list
	( 224.034851, 122.187958, 875.124146 )
)

#Messages		;! 43 total


$Name: normandyinbound
$Team: -1
$MessageNew:  XSTR("This is the GTT Normandy. We are making our approach to Pulsar Station. Cover us, pilots.", -1)
$end_multi_text

$Name: killthemturrets
$Team: -1
$MessageNew:  XSTR("Ensure the survival of the Normandy by destroying the turrets near Deck 11, the part with 11 painted on it.", -1)
$end_multi_text

$Name: normandygonnaland
$Team: -1
$MessageNew:  XSTR("Normandy here, we are on docking approach. Marine Teams, ready the breaching charges.", -1)
$end_multi_text

$Name: marinesenterstation
$Team: -1
$MessageNew:  XSTR("Bulkhead's blown open! Go! Go! Go! Everyone, get out and into the fray! ", -1)
$end_multi_text

$Name: marinesproceed
$Team: -1
$MessageNew:  XSTR("Keep running, maggots! We're in enemy territory, no time for dawdling around!", -1)
$end_multi_text

$Name: NTRFoundMarines
$Team: -1
$MessageNew:  XSTR("Enemy Marines have breached at Deck 11. Deploy the nearest garrison there now.", -1)
$end_multi_text

$Name: enemy from sensors
$Team: -1
$MessageNew:  XSTR("Oh shit! Enemy infantry ahead! Fall back, we're exposed here!", -1)
$end_multi_text

$Name: go destroy sensors
$Team: -1
$MessageNew:  XSTR("Our Marines are in trouble. Blow up the Sensor Deck, this should eliminate the enemy soldiers.", -1)
$end_multi_text

$Name: enemysoldiersgetkilledsensors
$Team: -1
$MessageNew:  XSTR("Huh? Hey, the hull's creaking so weirdl AAH-------", -1)
$end_multi_text

$Name: marinesthankyou1
$Team: -1
$MessageNew:  XSTR("Many thanks to the flyboys up above. That just utterly wiped out the enemy.", -1)
$end_multi_text

$Name: sensorsdestroyedstation
$Team: -1
$MessageNew:  XSTR("Hull breach on Sensors Deck.  41 Fatalities confirmed.", -1)
$end_multi_text

$Name: marinesprogresstocomms
$Team: -1
$MessageNew:  XSTR("Area Secured, let's take this elevator up to Communications. Charlie, hand me that rocket launcher.", -1)
$end_multi_text

$Name: pinnedatcomms
$Team: -1
$MessageNew:  XSTR("Shit! They got a Machine Gun set up! We're pinned down!", -1)
$end_multi_text

$Name: go destroy comms
$Team: -1
$MessageNew:  XSTR("Alpha Wing, the team is in trouble. Destroy the Comms Subsystem to distract the enemy and give our men a chance to fight back.", -1)
$end_multi_text

$Name: enemyatcomms
$Team: -1
$MessageNew:  XSTR("Open fire! Fire everything you got! We can't let the enemy pass through here!", -1)
$end_multi_text

$Name: enemycommsdestroyed
$Team: -1
$MessageNew:  XSTR("Oh shit! Our position has been compromised! Retreat! Retreat!", -1)
$end_multi_text

$Name: fleeingteams
$Team: -1
$MessageNew:  XSTR("Forget this! We're fighting a losing battle! I'm quitting!", -1)
$end_multi_text

$Name: getback
$Team: -1
$MessageNew:  XSTR("Hey! Get back here you coward! ", -1)
$end_multi_text

$Name: enemy is fleeing
$Team: -1
$MessageNew:  XSTR("Enemy soldiers are fleeing the station via civilian shuttles. If we could apprehend them, that'd make our operation a lot easier.", -1)
$end_multi_text

$Name: looking for tapes
$Team: -1
$MessageNew:  XSTR("The data must be stored somewhere here. You hold the line, I'll go search for them!", -1)
$end_multi_text

$Name: found tape
$Team: -1
$MessageNew:  XSTR("I found the data command's been talking about. Let's head back to the extraction point!", -1)
$end_multi_text

$Name: normandy gone
$Team: -1
$MessageNew:  XSTR("Fuck! The Normandy is gone! How are we gonna get out now?", -1)
$end_multi_text

$Name: there is fighterbay
$Team: -1
$MessageNew:  XSTR("Darkstar to Marines. Pulsar has a hangar bay. Take any ship you can and comandeer it to safety. Alpha will take care of escort duties.", -1)
$end_multi_text

$Name: yes fighterbay
$Team: -1
$MessageNew:  XSTR("Copy that, Darkstar! Come on! We got a different path now!", -1)
$end_multi_text

$Name: marinesencounterweapons
$Team: -1
$MessageNew:  XSTR("Hangar Bay dead ahead, we will be out of this so- shit! Rocket!", -1)
$end_multi_text

$Name: enemy at weapons
$Team: -1
$MessageNew:  XSTR("Hey! Alpha Squadron! Think you can provide some support down here? We're getting shot up at the Weapons Deck!", -1)
$end_multi_text

$Name: weaponsdestroyed
$Team: -1
$MessageNew:  XSTR("God damn, what an explosion! Must've been the ammo going off.", -1)
$end_multi_text

$Name: gunshots at fighterbay
$Team: -1
$MessageNew:  XSTR("<Gunfire and shouting>", -1)
$end_multi_text

$Name: awacsfighterbay
$Team: -1
$MessageNew:  XSTR("Darkstar to Marines. What's your status? ", -1)
$end_multi_text

$Name: fighterbay occupied
$Team: -1
$MessageNew:  XSTR("The enemy turned some of the ships into bunkers and are locking the area down! We aren't equipped for anti-vehicle combat!", -1)
$end_multi_text

$Name: fighterbayenemeisdead
$Team: -1
$MessageNew:  XSTR("Alright! The hangar is clear! Come on men, let's take this Elysium and get the hell out of here!", -1)
$end_multi_text

$Name: hangar controller 1
$Team: -1
$MessageNew:  XSTR("Unidentified transport, you have not received takeoff permission. What's your ID code?", -1)
$end_multi_text

$Name: fuckyoutower
$Team: -1
$MessageNew:  XSTR("Elysium to Tower. Our ID Code is FUCK YOU.", -1)
$end_multi_text

$Name: battlechatter1
$Team: -1
$MessageNew:  XSTR("Get the injured people to the back! Where is our medic?", -1)
$end_multi_text

$Name: battlechatter2
$Team: -1
$MessageNew:  XSTR("Grenade! Out of the way!", -1)
$end_multi_text

$Name: battlechatter3
$Team: -1
$MessageNew:  XSTR("Fuck me, everyone retreat! They've got a flamethrower!", -1)
$end_multi_text

$Name: battlechatter4
$Team: -1
$MessageNew:  XSTR("Who bought a mortar in here? We're in an enclosed space you dolt!", -1)
$end_multi_text

$Name: team at 75HP
$Team: -1
$MessageNew:  XSTR("Team reporting minor casualties. It's been rough but we can manage.", -1)
$end_multi_text

$Name: team at 50 HP
$Team: -1
$MessageNew:  XSTR("Marines reporting almost half the team's been shot up! If we don't get some support now, we'll be overrun!", -1)
$end_multi_text

$Name: team at 25 HP
$Team: -1
$MessageNew:  XSTR("Marines suffered major casualties! We can't continue at a rate like this!", -1)
$end_multi_text

$Name: team at 10 HP
$Team: -1
$MessageNew:  XSTR("This is it. It's over. We're fucked.", -1)
$end_multi_text

$Name: team killed 1
$Team: -1
$MessageNew:  XSTR("Marines, what's your status? Marine Group 4, come in.", -1)
$end_multi_text

$Name: team killed 2
$Team: -1
$MessageNew:  XSTR("Alpha Wing, the Marine Group has been killed. This mission is a failure, return to base.", -1)
$end_multi_text

#Reinforcements		;! 0 total


#Background bitmaps		;! 0 total

$Num stars: 792
$Ambient light level: 7895160
+Nebula: Nebula01
+Color: Blue
+Pitch: 135
+Bank: 273
+Heading: 12

$Bitmap List:

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End

