#Mission Info

$Version: 0.10
$Name:  XSTR("Brak Attack 9a", -1)
$Author: Shaun Williams
$Created: 06/05/07 at 13:14:23
$Modified: 05/09/13 at 05:22:18
$Notes:
This is a mag created mission by mag.
$End Notes:

$Mission Desc:
 XSTR("Fengia system
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 265408
+Fog Near Mult: 1.000000

+Fog Far Mult: 1.000000

+Disallow Support: 0
+Hull Repair Ceiling: 88.000000
+Subsystem Repair Ceiling: 100.000000

+Viewer pos: -13720.798828, 1864.930420, 8022.349121
+Viewer orient:
	-0.868878, -0.000000, 0.495026,
	-0.407237, 0.568538, -0.714788,
	-0.281441, -0.822657, -0.493990


$Load Screen 640:	LS_EBW_10a_640.tga
$Load Screen 1024:	LS_EBW_10a_1024.tga

$Skybox Model: SB_Starfield.pof

$AI Profile: TBP

#Sexp_variables

$Variables:
(
		0		"Playerassists"		"0"		"number"		"player-persistent"
		1		"Playerdeaths"		"0"		"number"		"player-persistent"
		2		"Playerkills"		"0"		"number"		"player-persistent"
		3		"Playerscore"		"0"		"number"		"player-persistent"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Alternate Types:
$Alt: Advanced Cruiser
$Alt: Elite Guard

#end


#Players		;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
	"EA Aurora"	5
	"EA Tiger"	5
	"EA Aurora MK1"	5
	"EA Badger"	5
	"EA Thunderbolt"	5
	"PSI Aurora"	5
	"PSI Thunderbolt"	5
	"CR Sentri"	5
	"CR Rutarian"	5
	"NR Frazi"	5
	"NR Gorith"	5
	"BI Falkosi"	5
	"BI Halik"	5
	"ISA Whitestar"	5
	"ISA Bluestar"	5
)

+Weaponry Pool: (
	"30mm Pulse"	16
	"33mm Pulse"	16
	"40mm Pulse"	20
	"45mm Pulse"	24
	"60mm Pulse"	16
	"42mm Plasma"	16
	"43mm Plasma"	16
	"45mm Fusion"	16
	"Disruptor"	16
	"Particle Array"	16
	"Ion Accelerator"	16
	"52mm Pulse"	16
	"75mm Pulse"	16
	"Neutron Gun"	16
	"Light Fusion"	16
	"Drazi 35mm"	16
	"Brakiri 32mm"	16
	"Brakiri 57mm"	16
	"BI XRay Gun"	16
	"WS Pulsed Fusion"	16
	"WS Pulsed Neutron"	16
	"Pulsed Fusion"	16
	"WS Neutron Beam#player"	16
	"WS Neutron Beam"	16
	"DH Neutron Pulse"	16
	"DH Light Neutron Beam"	16
	"SH Quantum Bolt"	16
	"SH Quantum Pulse"	16
	"VE Lightning Cannon"	16
	"SH LightAAA"	16
	"SH HeavyAAA"	16
	"EA Venom 1"	532
	"EA Venom 2"	500
	"EA Panther"	532
	"EA Bulldog"	500
	"CR Asari"	500
	"NR Ta'Lon"	500
	"NR T'Kor"	500
	"MF Shokrai"	500
	"ISA Dralfi"	500
	"BI Meteor Shower"	500
)

#Objects		;! 53 total

$Name: Alpha 1		;! Object #0
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3490.991943, -0.004676, 1665.451660
$Orientation:
	0.703845, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703845
$AI Behavior: Waypoints
$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" "ignore-count" "no-shields" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 1500
+Special Shield Points: 1233
+Group: 0
+Score: 20

$Name: Fengia Fleet 1		;! Object #1
$Class: BI Avioki
$Alt: Advanced Cruiser

$Team: Hostile
$Location: -10217.579102, -1260.790649, 10316.480469
$Orientation:
	-0.746236, 0.000000, 0.665682,
	0.000000, 1.000000, 0.000000,
	-0.665682, 0.000000, -0.746236
$AI Behavior: None
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret02a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret03a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret04a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret05a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret06a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret10a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret11a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret12a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret13a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret14a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret15a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 700
$Texture Replace:
+old: BI_Avioki_01
+new: BI_Tashkat

$Name: Fengia Fleet 2		;! Object #2
$Class: BI Avioki
$Alt: Advanced Cruiser

$Team: Hostile
$Location: -9057.201172, -0.009640, 6325.161133
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: Get behind
+AI Class: General
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret02a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret03a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret04a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret05a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret06a
+Primary Banks: ( "VF Anti-matter Cannon" )
+Subsystem: turret07a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret08a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret09a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret10a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret11a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret12a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret13a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret14a
+Primary Banks: ( "NR XRay Heavy" )
+Subsystem: turret15a
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "escort" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Score: 600
$Texture Replace:
+old: BI_Avioki_01
+new: BI_Tashkat

$Name: Fengia Defence 1		;! Object #3
$Class: BI Falkosi
$Team: Hostile
$Location: -14393.607422, -397.402161, 6268.848633
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Defence 2		;! Object #4
$Class: BI Falkosi
$Team: Hostile
$Location: -14488.256836, -397.402161, 6336.110352
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Defence 3		;! Object #5
$Class: BI Falkosi
$Team: Hostile
$Location: -14568.427734, -397.402100, 6262.476563
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Defence 4		;! Object #6
$Class: BI Falkosi
$Team: Hostile
$Location: -14446.806641, -397.402161, 6177.744141
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Patrol 1		;! Object #7
$Class: BI Falkosi
$Team: Hostile
$Location: -13195.833008, 0.000003, 6502.694824
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Patrol 2		;! Object #8
$Class: BI Falkosi
$Team: Hostile
$Location: -13453.529297, 0.000031, 6543.290527
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Patrol 3		;! Object #9
$Class: BI Falkosi
$Team: Hostile
$Location: -13438.291992, 0.000012, 6473.748047
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Patrol 4		;! Object #10
$Class: BI Falkosi
$Team: Hostile
$Location: -13057.750977, 0.000087, 6649.862305
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Transport 2		;! Object #11
$Class: BI Halik
$Alt: Elite Guard

$Team: Hostile
$Location: -13176.213867, 0.021611, 5716.372559
$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
+Primary Banks: ( "BI XRay Gun" "BI XRay Gun" )
+Secondary Banks: ( "BI Meteor Shower" )
+Subsystem: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 2000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Fengia Transport 1		;! Object #12
$Class: BI Halik
$Alt: Elite Guard

$Team: Hostile
$Location: -7093.587891, 102.861343, 5197.983398
$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
+Primary Banks: ( "BI XRay Gun" "BI XRay Gun" )
+Secondary Banks: ( "BI Meteor Shower" )
+Subsystem: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 2000
+Special Shield Points: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: EA Siphron		;! Object #13
$Class: EA Omega
$Team: Friendly
$Location: -2990.734375, -0.003764, 100.782249
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: General
$AI Goals: ( goals ( ai-chase-wing "Fengia Fleet" 50 ) )
$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
+Primary Banks: ( "EA XRay Laser" )
+Subsystem: turret06a
+Primary Banks: ( "EA XRay Laser" )
+Subsystem: turret07a
+Primary Banks: ( "EA XRay Laser" )
+Subsystem: turret08a
+Primary Banks: ( "EA XRay Laser" )
+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: ( "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Special Hitpoints: 245000
+Special Shield Points: 10000
+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_Siphron
+old: EAM_Omega_01-glow
+new: EAM_Omega_Siphron-glow

$Name: Alpha 2		;! Object #14
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3552.157227, -83.185143, 1660.866455
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Alpha 3		;! Object #15
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3510.724609, 101.612648, 1730.436523
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Alpha 4		;! Object #16
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3563.401367, 38.275665, 1723.717285
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Delta 1		;! Object #17
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3624.665527, -0.004296, 2012.918701
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Delta 2		;! Object #18
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3684.956055, -0.004276, 1990.783447
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Delta 3		;! Object #19
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3703.304199, -0.004299, 2057.518799
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Delta 4		;! Object #20
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3656.115723, -0.004302, 2072.223633
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Beta 1		;! Object #21
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3666.496094, -83.494469, 1697.408691
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Beta 2		;! Object #22
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3748.320313, 34.833340, 1662.847778
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Beta 3		;! Object #23
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3779.627930, -36.802326, 1767.034424
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Beta 4		;! Object #24
$Class: EA Thunderbolt
$Team: Friendly
$Location: -3708.412109, 118.436325, 1794.435547
$Orientation:
	0.703846, 0.000000, 0.710353,
	0.000000, 1.000000, 0.000000,
	-0.710353, 0.000000, 0.703846
$AI Behavior: None
+AI Class: EA Elite
$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: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 30

$Name: Shadow Vessel		;! Object #25
$Class: SH Battlecrab (M)
$Team: Hostile
$Location: -14471.862305, -0.000585, 2519.927734
$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-chase "EA Siphron" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+AI Class: Perfect
+Primary Banks: ( "SH H-Slicer" )
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "pick ship" 0 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10000

$Name: Heavy Support 1		;! Object #26
$Class: EA Badger
$Team: Friendly
$Location: -3976.603027, 8.375290, 1965.766968
$Orientation:
	0.696707, 0.000000, 0.717356,
	0.000000, 1.000000, 0.000000,
	-0.717356, 0.000000, 0.696707
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 25

$Name: Heavy Support 2		;! Object #27
$Class: EA Badger
$Team: Friendly
$Location: -4019.487793, 0.000495, 1940.584717
$Orientation:
	0.696707, 0.000000, 0.717356,
	0.000000, 1.000000, 0.000000,
	-0.717356, 0.000000, 0.696707
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 25

$Name: Heavy Support 3		;! Object #28
$Class: EA Badger
$Team: Friendly
$Location: -4004.075439, -15.486061, 1985.089111
$Orientation:
	0.696707, 0.000000, 0.717356,
	0.000000, 1.000000, 0.000000,
	-0.717356, 0.000000, 0.696707
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 25

$Name: Heavy Support 4		;! Object #29
$Class: EA Badger
$Team: Friendly
$Location: -3976.595215, -17.836693, 2040.683350
$Orientation:
	0.696707, 0.000000, 0.717356,
	0.000000, 1.000000, 0.000000,
	-0.717356, 0.000000, 0.696707
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 25

$Name: Heavy Support 5		;! Object #30
$Class: EA Badger
$Team: Friendly
$Location: -3957.724121, -18.816101, 2026.596436
$Orientation:
	0.696707, 0.000000, 0.717356,
	0.000000, 1.000000, 0.000000,
	-0.717356, 0.000000, 0.696707
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 25

$Name: Heavy Support 6		;! Object #31
$Class: EA Badger
$Team: Friendly
$Location: -3951.250244, 35.548061, 1986.825195
$Orientation:
	0.696707, 0.000000, 0.717356,
	0.000000, 1.000000, 0.000000,
	-0.717356, 0.000000, 0.696707
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 25

$Name: Shadow Fighter 1		;! Object #32
$Class: SH Fighter
$Team: Hostile
$Location: -14377.797852, 0.000297, 3913.986816
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 50

$Name: Shadow Fighter 2		;! Object #33
$Class: SH Fighter
$Team: Hostile
$Location: -14444.305664, 0.000285, 3892.707031
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 50

$Name: Shadow Fighter 3		;! Object #34
$Class: SH Fighter
$Team: Hostile
$Location: -14380.986328, 0.000260, 3875.408447
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 50

$Name: Shadow Fighter 4		;! Object #35
$Class: SH Fighter
$Team: Hostile
$Location: -14327.676758, 0.000324, 3844.580566
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 50

$Name: Shadow Fighter 5		;! Object #36
$Class: SH Fighter
$Team: Hostile
$Location: -14380.330078, 0.000198, 3820.159424
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 50

$Name: Shadow Fighter 6		;! Object #37
$Class: SH Fighter
$Team: Hostile
$Location: -14429.738281, 0.000179, 3841.033691
$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: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 50

$Name: Large Shadow Vessel		;! Object #38
$Class: SH Battlecrab (L)
$Team: Hostile
$Location: -12377.384766, 0.002868, 1666.035645
$Orientation:
	1.000000, 0.000000, 0.000000,
	0.000000, 1.000000, 0.000000,
	0.000000, 0.000000, 1.000000
$AI Behavior: Get behind
$AI Goals: ( goals ( ai-chase "EA Siphron" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "pick ship" 0 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10000

$Name: Small Shadow Vessel		;! Object #39
$Class: SH Battlecrab (S)
$Team: Hostile
$Location: -15336.443359, 0.002756, 141.613419
$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-chase-wing "Alpha" 50 ) ( ai-chase-wing "Delta" 50 ) ( ai-chase-wing "Beta" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Primary Banks: ( "SH LightAAA" )
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "pick ship" 0 ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10000

$Name: Gamma 1		;! Object #40
$Class: EA Aurora
$Team: Friendly
$Location: -3644.685303, 42.026752, 1802.870605
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Gamma 2		;! Object #41
$Class: EA Aurora
$Team: Friendly
$Location: -3660.282715, -51.958096, 1899.403320
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Gamma 3		;! Object #42
$Class: EA Aurora
$Team: Friendly
$Location: -3586.397217, -40.448910, 1934.211670
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Gamma 4		;! Object #43
$Class: EA Aurora
$Team: Friendly
$Location: -3589.662842, -49.396210, 1861.864136
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Epsilon 1		;! Object #44
$Class: EA Aurora
$Team: Friendly
$Location: -3775.928955, 3.984617, 1976.076294
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Epsilon 2		;! Object #45
$Class: EA Aurora
$Team: Friendly
$Location: -3759.879639, -82.903305, 1946.509644
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Epsilon 3		;! Object #46
$Class: EA Aurora
$Team: Friendly
$Location: -3806.533203, -0.000540, 1943.224121
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Epsilon 4		;! Object #47
$Class: EA Aurora
$Team: Friendly
$Location: -3795.778809, 57.454922, 1909.811890
$Orientation:
	0.362358, 0.000000, 0.932039,
	0.000000, 1.000000, 0.000000,
	-0.932039, 0.000000, 0.362358
$AI Behavior: None
$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: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Transport 1		;! Object #48
$Class: BI Halik
$Team: Hostile
$Location: -16682.171875, -0.013085, 8111.696289
$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: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Transport 2		;! Object #49
$Class: BI Halik
$Team: Hostile
$Location: -8905.878906, -0.004135, 4125.173340
$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: turret01-base
+Subsystem: turret02-base
+Subsystem: turret03-base
+Subsystem: turret04-base
+Subsystem: turret05-base
+Subsystem: turret06-base
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 33023		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 20

$Name: Psi Wing 1		;! Object #50
$Class: PSI Thunderbolt
$Team: Friendly
$Location: -3513.783447, 0.000293, 1435.473877
$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
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Venom 1" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Special Hitpoints: 225000
+Special Shield Points: 2000
+Group: 0
+Use Table Score:
+Score: 35

$Name: Psi Wing 2		;! Object #51
$Class: PSI Thunderbolt
$Team: Friendly
$Location: -3543.413818, 0.000306, 1447.054199
$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
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Secondary Banks: ( "EA Panther" "EA Venom 1" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-warp" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 35

$Name: Fengia 2 Orbital		;! Object #52
$Class: League base
$Team: Hostile
$Location: -14455.289063, -0.005413, 6292.570313
$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
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Determination: 10
+Flags: ( "no-shields" "escort" "don't-collide-invisible" )
+Flags2: ( )
+Respawn priority: 0
+Escort priority: 1
+Hotkey: 6
+Orders Accepted: 0		;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 600

#Wings		;! 13 total

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Fengia Fleet 1"
	"Fengia Fleet 2"
)
$AI Goals: ( goals ( ai-chase "EA Siphron" 50 ) )
+Hotkey: 7
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Fengia Patrol 1"
	"Fengia Patrol 2"
	"Fengia Patrol 3"
	"Fengia Patrol 4"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Hotkey: 7
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Fengia Defence 1"
	"Fengia Defence 2"
	"Fengia Defence 3"
	"Fengia Defence 4"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Hotkey: 7
+Flags: ( "no-arrival-warp" )
+Wave Delay Min: 2
+Wave Delay Max: 12

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Fengia Transport 1"
	"Fengia Transport 2"
)
$AI Goals: ( goals ( ai-chase "EA Siphron" 50 ) )
+Hotkey: 7
+Flags: ( )

$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"
)
$AI Goals: ( goals ( ai-chase-wing "Fengia Transport" 50 ) ( ai-chase-any 30 ) )
+Hotkey: 0
+Flags: ( )

$Name: Delta
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Delta 1

$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: EA Siphron
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Delta 1"
	"Delta 2"
	"Delta 3"
	"Delta 4"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( )

$Name: Beta
$Waves: 4
$Wave Threshold: 0
$Special Ship: 0		;! Beta 1

$Arrival Location: Docking Bay
+Arrival Distance: 0
$Arrival Anchor: EA Siphron
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Beta 1"
	"Beta 2"
	"Beta 3"
	"Beta 4"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Hotkey: 1
+Flags: ( )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Heavy Support 1"
	"Heavy Support 2"
	"Heavy Support 3"
	"Heavy Support 4"
	"Heavy Support 5"
	"Heavy Support 6"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-warp" )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( has-arrived-delay 0 "Shadow Vessel" ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 6 total
	"Shadow Fighter 1"
	"Shadow Fighter 2"
	"Shadow Fighter 3"
	"Shadow Fighter 4"
	"Shadow Fighter 5"
	"Shadow Fighter 6"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-warp" )

$Name: Gamma
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Gamma 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Gamma 1"
	"Gamma 2"
	"Gamma 3"
	"Gamma 4"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Hotkey: 2
+Flags: ( "no-arrival-warp" )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 4 total
	"Epsilon 1"
	"Epsilon 2"
	"Epsilon 3"
	"Epsilon 4"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Flags: ( "no-arrival-warp" )

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

$Arrival Location: Hyperspace
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Transport 1"
	"Transport 2"
)
$AI Goals: ( goals ( ai-chase-any 50 ) )
+Hotkey: 7
+Flags: ( )

$Name: Psi Wing
$Waves: 3
$Wave Threshold: 0
$Special Ship: 0		;! Psi Wing 1

$Arrival Location: Near Ship
+Arrival Distance: 899
$Arrival Anchor: Alpha 1
$Arrival Cue: ( true ) 
$Departure Location: Hyperspace
$Departure Cue: ( false ) 
$Ships: (		;! 2 total
	"Psi Wing 1"
	"Psi Wing 2"
)
$AI Goals: ( goals ( ai-guard "Alpha 1" 50 ) )
+Flags: ( "no-arrival-warp" )

#Events		;! 56 total

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Fengia 2 Orbital" 
   )
   ( do-nothing ) 
)
+Name: Destroy Fengia Orbital
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Fengia Orbital", -1)
+Objective key:  XSTR("Press F11", -1)

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Fengia 2 Orbital" 
      "Fengia Transport" 
      "Fengia Fleet" 
      "Fengia Patrol" 
      "Fengia Defence" 
   )
   ( do-nothing ) 
)
+Name: area sec
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Eliminate Brakiri Forces", -1)
+Objective key:  XSTR("Press F12", -1)
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Fengia Fleet" ) 
   ( do-nothing ) 
)
+Name: Destroy Cruisers
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Cruisers", -1)

$Formula: ( when 
   ( < ( hits-left "EA Siphron" ) 40 ) 
   ( send-message 
      "EA Siphron" 
      "High" 
      "hull down 40" 
   )
)
+Name: s hit badly
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-event-true-delay "s hit badly" 0 ) 
   ( sabotage-subsystem 
      "EA Siphron" 
      "weapons" 
      10 
   )
)
+Name: Weapons dead
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 1 ) 
   ( send-message 
      "<any wingman>" 
      "High" 
      "seen us" 
   )
)
+Name: seen us
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 4 ) 
   ( send-message 
      "Delta 1" 
      "High" 
      "go 4 cru first" 
   )
)
+Name: go for cruisers
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "go for cruisers" 
      3 
   )
   ( add-goal 
      "Delta" 
      ( ai-chase "Fengia Fleet" 89 ) 
   )
)
+Name: d go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "go for cruisers" 
      3 
   )
   ( add-goal 
      "Beta" 
      ( ai-chase "Fengia Fleet" 89 ) 
   )
)
+Name: b go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "go for cruisers" 
      3 
   )
   ( add-goal 
      "Heavy Support" 
      ( ai-chase "Fengia Fleet" 89 ) 
   )
)
+Name: h go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "go for cruisers" 
      3 
   )
   ( add-goal 
      "Epsilon" 
      ( ai-chase "Fengia Fleet" 89 ) 
   )
)
+Name: e go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "go for cruisers" 
      3 
   )
   ( add-goal 
      "Gamma" 
      ( ai-chase "Fengia Fleet" 89 ) 
   )
)
+Name: g go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "go for cruisers" 
      3 
   )
   ( add-goal 
      "Alpha" 
      ( ai-chase "Fengia Fleet" 89 ) 
   )
)
+Name: a go
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 8 ) 
   ( send-message 
      "<any wingman>" 
      "High" 
      "rodgar that" 
   )
)
+Name: roger that
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-time-elapsed 10 ) 
   ( send-message 
      "Delta 1" 
      "High" 
      "enagge" 
   )
)
+Name: engage
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < 
      ( distance 
         "<any friendly>" 
         "<any hostile>" 
      )
      2500 
   )
   ( send-message 
      "EA Siphron" 
      "High" 
      "here dey come" 
   )
)
+Name: here they come
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 
         0 
         "Fengia Fleet 1" 
      )
      ( is-destroyed-delay 
         0 
         "Fengia Fleet 2" 
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "der she goes" 
   )
)
+Name: der she goes
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "der she goes" 
      3 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "1 down" 
   )
)
+Name: one down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 0 "Fengia Fleet" ) 
      ( is-event-true-delay 
         "der she goes" 
         0 
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "cru dest 2" 
   )
)
+Name: both cruz down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "both cruz down" 
      4 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "all cruisers down" 
   )
)
+Name: all cruzers downn
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "both cruz down" 
      7 
   )
   ( send-message 
      "EA Siphron" 
      "High" 
      "take out orbital" 
   )
)
+Name: take orbital 2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take orbital 2" 
      3 
   )
   ( add-goal 
      "Alpha" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: 112
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take orbital 2" 
      3 
   )
   ( add-goal 
      "Delta" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: 115
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take orbital 2" 
      3 
   )
   ( add-goal 
      "Beta" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: 113
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take orbital 2" 
      3 
   )
   ( add-goal 
      "Gamma" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: 114
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take orbital 2" 
      3 
   )
   ( add-goal 
      "Epsilon" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: 116
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take orbital 2" 
      3 
   )
   ( add-goal 
      "Heavy Support" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: 117
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Fengia 2 Orbital" 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "Orbital dest" 
   )
)
+Name: Orb dest
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      4 
      "Fengia 2 Orbital" 
      "Fengia Fleet" 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "take fighters" 
   )
)
+Name: take rem fighters
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take rem fighters" 
      3 
   )
   ( add-goal 
      "Alpha" 
      ( ai-chase-any 89 ) 
   )
)
+Name: 211
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take rem fighters" 
      3 
   )
   ( add-goal 
      "Delta" 
      ( ai-chase-any 89 ) 
   )
)
+Name: 212
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take rem fighters" 
      3 
   )
   ( add-goal "Beta" ( ai-chase-any 89 ) ) 
)
+Name: 213
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take rem fighters" 
      3 
   )
   ( add-goal 
      "Gamma" 
      ( ai-chase-any 89 ) 
   )
)
+Name: 214
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take rem fighters" 
      3 
   )
   ( add-goal 
      "Epsilon" 
      ( ai-chase-any 89 ) 
   )
)
+Name: 215
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay 
      "take rem fighters" 
      3 
   )
   ( add-goal 
      "Heavy Support" 
      ( ai-guard "Alpha 1" 89 ) 
   )
)
+Name: 216
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      3 
      "Fengia Fleet" 
      "Fengia 2 Orbital" 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "Good work" 
   )
)
+Name: good work
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-event-true-delay "all fs down" 5 ) 
      ( is-destroyed-delay 0 "Fengia Fleet" ) 
   )
   ( send-message 
      "EA Siphron" 
      "High" 
      "prep for atmos" 
   )
)
+Name: prep for p2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Delta 3" ) 2 ) 
   ( send-message 
      "Delta 3" 
      "High" 
      "enines down" 
   )
)
+Name: engines down spee
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Delta 3" ) 2 ) 
   ( sabotage-subsystem 
      "Delta 3" 
      "engine" 
      100 
   )
)
+Name: eng down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( < ( hits-left "Alpha 1" ) 50 ) 
   ( add-goal 
      "Heavy Support" 
      ( ai-guard "Alpha 1" 89 ) 
   )
)
+Name: sip down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "EA Siphron" ) 
   ( send-message 
      "<any wingman>" 
      "High" 
      "siphron dest" 
   )
)
+Name: siphin dowwn
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 0 "Fengia Fleet" ) 
   ( add-goal 
      "EA Siphron" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: Siphron att orb
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( and 
      ( is-destroyed-delay 
         6 
         "Fengia 2 Orbital" 
         "Fengia Fleet" 
         "Fengia Patrol" 
         "Fengia Defence" 
         "Fengia Transport" 
      )
      ( > ( hits-left "EA Siphron" ) 70 ) 
      ( not 
         ( percent-ships-destroyed 
            50 
            "Alpha" 
            "Delta" 
            "Beta" 
            "Epsilon" 
            "Gamma" 
         )
      )
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "Pikin up" 
   )
)
+Name: pick ship
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "pick ship" 3 ) 
   ( send-message 
      "<any wingman>" 
      "High" 
      "Never seen" 
   )
)
+Name: never
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-event-true-delay "pick ship" 6 ) 
   ( send-message 
      "EA Siphron" 
      "High" 
      "attaaackk" 
   )
)
+Name: attt
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( has-arrived-delay 
      8 
      "Large Shadow Vessel" 
   )
   ( add-goal 
      "EA Siphron" 
      ( ai-chase "Large Shadow Vessel" 89 ) 
   )
)
+Name: ai1
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-event-true-delay "prep for p2" 5 ) 
      ( is-event-true-delay 
         "aa fighters" 
         15 
      )
   )
   ( end-mission ) 
)
+Name: end
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 3 "Fengia Fleet" ) 
   ( add-goal 
      "EA Siphron" 
      ( ai-chase "Fengia 2 Orbital" 89 ) 
   )
)
+Name: aqqqa
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( true ) 
   ( lock-rotating-subsystem 
      "Fengia 2 Orbital" 
      "ringa" 
   )
)
+Name: Vidmasters new station
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Fengia Defence" 
   )
   ( send-message 
      "<any wingman>" 
      "High" 
      "all f dead" 
   )
)
+Name: aa fighters
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-destroyed-delay 
         21 
         "Fengia 2 Orbital" 
         "Fengia Fleet" 
         "Fengia Patrol" 
         "Fengia Defence" 
         "Fengia Transport" 
      )
      ( is-event-true-delay 
         "all fs down" 
         10 
      )
   )
   ( end-mission ) 
)
+Name: New End
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when 
   ( or 
      ( is-event-true-delay "end" 0 ) 
      ( is-event-true-delay "New End" 0 ) 
   )
   ( modify-variable 
      @Playerkills[0] 
      ( + 
         @Playerkills[0] 
         ( num_kills "alpha 1" ) 
      )
   )
)
+Name: P kill
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-event-true-delay "end" 0 ) 
      ( is-event-true-delay "New End" 0 ) 
   )
   ( modify-variable 
      @Playerscore[0] 
      ( + 
         @Playerscore[0] 
         ( ship_score "alpha 1" ) 
      )
   )
)
+Name: P Score
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 0 "alpha 1" ) 
   ( modify-variable 
      @Playerdeaths[0] 
      ( + @Playerdeaths[0] 1 ) 
   )
)
+Name: P deaths
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( or 
      ( is-event-true-delay "end" 0 ) 
      ( is-event-true-delay "New End" 0 ) 
   )
   ( modify-variable 
      @Playerassists[0] 
      ( + 
         @Playerassists[0] 
         ( num_assists "alpha 1" ) 
      )
   )
)
+Name: P Assists
+Repeat Count: 1
+Interval: 1

$Formula: ( when 
   ( is-destroyed-delay 
      0 
      "Fengia Patrol" 
      "Fengia Defence" 
   )
   ( send-message 
      "#Command" 
      "High" 
      "All fs down" 
   )
)
+Name: all fs down
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals		;! 3 total

$Type: Primary
+Name: Detsroy Orbital Station
$MessageNew:  XSTR("Eliminate the Brakiri Orbital", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 
   0 
   "Fengia 2 Orbital" 
)
+No music
+Score: 1222

$Type: Primary
+Name: Secure Area
$MessageNew:  XSTR("Eliminate all Brakiri Forces", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 
   0 
   "Fengia Patrol" 
   "Fengia Defence" 
   "Fengia Transport" 
)
+Score: 1223

$Type: Primary
+Name: Destroy Cruisers
$MessageNew:  XSTR("Destroy both Brakiri Cruisers", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "Fengia Fleet" ) 
+Score: 2300

#Waypoints		;! 0 lists total


#Messages		;! 30 total


$Name: Delta request fire
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_B5_Pilot.ani
+Wave Name: EBW_NFAW_Delta_Reqf.wav

$Name: gunports open
$Team: -1
$MessageNew:  XSTR("Gunports are open.  Presume attack vector.", -1)
$end_multi_text
+AVI Name: Head_Cap_James.ani
+Wave Name: EBW_Gunports_Open.wav

$Name: deltya fire yeah
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_Cap_James.ani
+Wave Name: delta fire at em.wav

$Name: enines down
$Team: -1
$MessageNew:  XSTR("Engines Down!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Dying.ani
+Wave Name: EBW_Misc_CS_24_1.wav

$Name: confirmed engage
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_B5_Pilot.ani
+Wave Name: confirmed engaging.wav

$Name: heat em up
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_B5_Pilot.ani
+Wave Name: EBW_Misc_Heatemup.wav

$Name: all clear yeah
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+Persona: Wingman 4
+AVI Name: Head_B5_Pilot.ani
+Wave Name: Wingman_4_All_Clear.wav

$Name: all fire
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_Cap_Sheridan_1.ani
+Wave Name: EBW_All_Fighters_Fire.wav

$Name: hot very bad
$Team: -1
$MessageNew:  XSTR("EA Tridan badly damaged", -1)
$end_multi_text
+AVI Name: Head_Cap_Sheridan_1.ani
+Wave Name: hit bad.wav

$Name: Pikin up
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_B5_Pilot.ani
+Wave Name: picking up local dist.wav

$Name: Never seen
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_B5_Pilot.ani
+Wave Name: picking up 4 shad.wav

$Name: attaaackk
$Team: -1
$MessageNew:  XSTR("Incoming message ..", -1)
$end_multi_text
+AVI Name: Head_Cap_Hall.ani
+Wave Name: engage enemy at 1nce.wav

$Name: seen us
$Team: -1
$MessageNew:  XSTR("Whoa...whoa...whoa! They've seen us!!!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_Misc_EH_23.wav

$Name: go 4 cru first
$Team: -1
$MessageNew:  XSTR("Alright, let's go for the Cruisers first", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP1_09a_1.wav

$Name: rodgar that
$Team: -1
$MessageNew:  XSTR("Roger that", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_2.ani
+Wave Name: EBW_SFP1_Roger_That.wav

$Name: der she goes
$Team: -1
$MessageNew:  XSTR("There she goes......", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP4_11b_1.wav

$Name: enagge
$Team: -1
$MessageNew:  XSTR("All fighters engage!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP1_09b_4.wav

$Name: here dey come
$Team: -1
$MessageNew:  XSTR("Here they come, break and attack!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP1_07a_1.wav

$Name: 1 down
$Team: -1
$MessageNew:  XSTR("That's one down!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP2_9a_1.wav

$Name: all cruisers down
$Team: -1
$MessageNew:  XSTR("All Cruisers down", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP4_9a_1.wav

$Name: take out orbital
$Team: -1
$MessageNew:  XSTR("All fighter wings.  Take out that orbital station to stop them launching more fighters!", -1)
$end_multi_text
+AVI Name: Head_Cap_James.ani
+Wave Name: EBW_Cap4_9a_1.wav

$Name: prep for atmos
$Team: -1
$MessageNew:  XSTR("Let's head for the planet's surface.  All Thunderbolts prepare for atmospheric entry.", -1)
$end_multi_text
+AVI Name: Head_Cap_James.ani
+Wave Name: EBW_Cap4_9a_2.wav

$Name: all f dead
$Team: -1
$MessageNew:  XSTR("All fighters destroyed", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_Misc_Allfead.wav

$Name: hull down 40
$Team: -1
$MessageNew:  XSTR("Hull stregnth down to 40%", -1)
$end_multi_text
+AVI Name: Head_Logo_Stellarcom.ani
+Wave Name: EBW_Cap_T3_11_b2bb.wav

$Name: siphron dest
$Team: -1
$MessageNew:  XSTR("The Siphron has been destroyed", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP_12.wav

$Name: cru dest 2
$Team: -1
$MessageNew:  XSTR("Brakiri Cruiser Destroyed Sir", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP_3b.wav

$Name: Orbital dest
$Team: -1
$MessageNew:  XSTR("Orbital Destroyed", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP1_09a_2.wav

$Name: take fighters
$Team: -1
$MessageNew:  XSTR("Let's take out all remaining fighters", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP2_8a_5.wav

$Name: Good work
$Team: -1
$MessageNew:  XSTR("Good work", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_SFP2_9a_2.wav

$Name: All fs down
$Team: -1
$MessageNew:  XSTR("Ha...Ha...Ha...Brakiri Firgate eliminated!", -1)
$end_multi_text
+AVI Name: Head_Pilot_EA_Clarke.ani
+Wave Name: EBW_Misc_Brakfrigelim.wav

#Reinforcements		;! 0 total


#Background bitmaps		;! 15 total

$Num stars: 500
$Ambient light level: 7895160

$Bitmap List:
$Sun: Stars_Sun_New
+Angles: 0.994837 0.000000 0.942477
+Scale: 2.000000
$Starbitmap: Stars_Neb_Dull_05
+Angles: 0.000000 0.000000 0.000000
+ScaleX: 8.000000
+ScaleY: 7.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_08
+Angles: 0.000000 0.000000 0.000000
+ScaleX: 9.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_06
+Angles: 0.000000 0.000000 0.645771
+ScaleX: 6.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_01
+Angles: 6.073741 0.314159 0.000000
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_10
+Angles: 6.248274 0.000000 2.565632
+ScaleX: 14.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_11
+Angles: 0.610865 0.000000 1.239183
+ScaleX: 5.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_12
+Angles: 6.248274 0.000000 1.553342
+ScaleX: 7.000000
+ScaleY: 7.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_13
+Angles: 0.767944 6.073741 3.787362
+ScaleX: 8.000000
+ScaleY: 5.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Dull_14
+Angles: 1.832594 0.000000 3.804815
+ScaleX: 9.000000
+ScaleY: 6.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_03
+Angles: 0.994837 0.000000 0.959930
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_02
+Angles: 0.994837 0.000000 0.959930
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_07
+Angles: 0.994837 5.619956 0.959930
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Neb_Purple_08
+Angles: 0.994837 0.000000 0.959930
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Planet_Cloud
+Angles: 6.195914 0.663225 0.314159
+ScaleX: 6.000000
+ScaleY: 6.000000
+DivX: 1
+DivY: 1
$Starbitmap: Stars_Planet_Gas_04
+Angles: 1.256636 2.809978 0.593412
+ScaleX: 1.000000
+ScaleY: 1.000000
+DivX: 1
+DivY: 1

#Asteroid Fields

#Music

$Event Music: 2: Into the Fire
$Substitute Event Music: 3: End Game
$Briefing Music: None

#End

