<?xml version="1.0" encoding="utf-8"?>
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	<GameObject
		id="MarkedOfKaneReaper"
		KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT PRELOAD SCORE ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE CAN_BE_FAVORITE_UNIT"
		Description="Desc:MarkedOfKaneBeamCannon"
		TypeDescription="Type:MarkedOfKaneBeamCannon"
		RadarPriority="UNIT"
		BuildCompletion="INVALID"
		FenceWidth="0"
		FenceXOffset="0"
		RemoveTerrainRadius="0"
		EmotionRange="0"
		PlacementViewAngle="0d"
		BuildFadeInOnCreateTimeSeconds="0s"
		FactoryExitWidth="0"
		FactoryExtraBibWidth="0"
		Side="MarkedOfKane"
		EditorName="MarkedOfKaneReaper"
		EditorSorting="UNIT"
		BountyValue="0"
		BuildTime="10"
		BuildFadeInOnCreateTime="0"
		EnergyProduction="0"
		EnergyBonus="0"
		CommandSet="MOKReaperCannonCommandSet"
		SelectPortrait="Portrait_NODBeamCannon"
		ButtonImage="Portrait_NODBeamCannon"
		VoicePriority="208"
		MinZIncreaseForVoiceMoveToHigherGround="-1"
		CrowdResponse=""
		CampnessValue="0"
		CampnessValueRadius="600"
		Scale="1"
		HealthBoxScale="1.5"
		HealthBoxHeightOffset="10"
		OcclusionDelay="0"
		LiveCameraPitch="0"
		FormationWidth="1"
		FormationDepth="1"
		InstanceScaleFuzziness="0"
		ThreatRadius="-1"
		RamPower="0"
		RamZMult="1"
		ShockwaveResistance="100"
		CommandPoints="100"
		CommandPointBonus="0"
		VoiceAttackChargeTimeout="0"
		MaxDistanceForEngaged="0"
		EngagedStateTimeout="0"
		ThreatLevel="1"
		SlopeLimitIndex="0"
		PathfindDiameter="-1"
		SupplyOverride="0"
		DisplayMeleeDamage="-1"
		DisplayRangedDamage="-1"
		HeroSortOrder="2147483647"
		FiringArc="360"
		CamouflageDetectionMultiplier="1"
		SelectionPriority="2147483647"
		ProductionQueueType="VEHICLE"
		BuildPlacementTypeFlag="INVALID"
		BuildOnRequiredObjectKindOf=""
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		HasFiredRecentlyTime="2s"
		UnitTypeIcon=""
		ReinvisibilityDelay="7s"
		CaptureTime="0s"
		BuildCost="1000"
		RefundValue="0"
		ThreatValue="0"
		MaxSimultaneousOfType="0"
		TransportSlotCount="1"
		IsTrainable="True"
		IsForbidden="False"
		IsPrerequisite="False"
		IsGrabbable="False"
		IsHarvestable="False"
		StructureRubbleHeight="0"
		ForceLuaRegistration="False"
		ShowHealthInSelectionDecal="False"
		KeepSelectableWhenDead="False"
		IsAutoBuilt="False"
		CanPathThroughGates="True"
		ShouldClearShotsOnIdle="False"
		BuildInProximityToSamePlayerStucture="True">
		<DisplayName>Name:NODBeamCannon</DisplayName>
		<GameDependency
			RequiredModelConditionsAny=""
			ForbiddenModelConditions=""
			RequiredObjectStatusAny="">
			<RequiredObject>MarkedOfKaneOperationsCenter</RequiredObject>
		</GameDependency>
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			DamageFX="InfantryDamageFX"
			Conditions="" />
		<LocomotorSet
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			Condition="NORMAL"
			Locomotor="NODAvatarLocomotor" />
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			ConquerMetricsOverrideDPS="150"
			ConquerMetricsOverrideDamageType="GRENADE"
			ConquerMetricsOverrideAntiMask="ANTI_GROUND"
			UnitBuilderStandardCombatUnit="True" />
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			<ScriptedModelDraw
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				MaxRecoilDistance="3"
				InitialRecoilSpeed="2"
				RecoilSettleSpeed="0.065"
				MinLODRequired="LOW"
				ProjectileBoneFeedbackEnabledSlots=""
				TrackMarks=""
				DependencySharedModelFlags=""
				HighDetailLODThreshold="0"
				LowDetailLODThreshold="0"
				WadingParticleSys=""
				AlphaCameraFadeOuterRadius="0"
				AlphaCameraFadeInnerRadius="0"
				AlphaCameraAtInnerRadius="100%"
				StaticSortLevelWhileFading="-1"
				BirthFadeTime="0"
				OkToChangeModelColor="True"
				AnimationsRequirePower="True"
				UseYAxisForTurretRotation="False"
				TrackMarksOnlyWhenCorneringQuickly="False"
				UseProducerTexture="False"
				NoRotate="False"
				UseFiringArcRotation="False"
				Selectable="True"
				RandomTextureFixedRandomIndex="False"
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				ParticleBonesCheckDrawable="False"
				ShadowForceDisable="False"
				SwitchModelLODMode="False"
				StaticModelLODMode="False"
				ShowShadowWhileContained="False"
				UseStandardModelNames="False"
				UseDefaultAnimation="False"
				BirthFadeAdditive="False"
				ZWriteDisableOverride="False"
				MultiPlayerOnly="False"
				AffectedByStealth="True"
				InvertStealthOpacity="False"
				HighDetailOnly="False"
				SetAnimsToLastFrameOnConstructionComplete="True">
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					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
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						ExtraMesh="False" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="fxweapon01" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="fxweapon01" />
					<Turret
						TurretNameKey="Turret"
						TurretArtAngle="0d"
						TurretPitch="Turret_Pitch"
						TurretArtPitch="0d"
						TurretID="1" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="FXINFANTRY_FP"
						ExtraMesh="False" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
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						ExtraMesh="False" />
					<Texture
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						New="NUM_InfantryU_DMG" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NUM_INFANTRYU_SKN"
						ExtraMesh="False" />
					<Texture
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						New="NUM_InfantryU_DMG" />
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				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PARALYZED"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NUM_INFANTRYU_SKN"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NUM_INFANTRYU_SKN"
						ExtraMesh="False" />
					<ParticleSysBone
						BoneName="fxweapon01"
						FXParticleSystemTemplate="BeamPreFireFlash"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="fxweapon01"
						FXParticleSystemTemplate="BeamPreFireDist"
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						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PREPARING"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="NUM_INFANTRYU_SKN"
						ExtraMesh="False" />
					<ParticleSysBone
						BoneName="fxweapon01"
						FXParticleSystemTemplate="BeamConstantFire"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
					<ParticleSysBone
						BoneName="fxweapon01"
						FXParticleSystemTemplate="BeamConstantFire02"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False" />
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="INSIDE_GARRISON"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False" />
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_Idle"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="True"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_BIDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="20"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_BIDB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="5"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_BIFA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="5"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_BIFB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="5"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_stunned_flailing" then CurDrawableSetTransitionAnimState("STATE_stunned_landing") end if Prev == "STATE_Suppressed" then CurDrawableSetTransitionAnimState("TRANS_fromSuppressed") end if Prev == "STATE_SelectedPose" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STUNNED_FLAILING"
					StateName="STATE_stunned_flailing"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_FLYA"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					StateName="STATE_stunned_landing"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_FLYA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FRONTCRUSHED"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_DIEB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BACKCRUSHED"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_DIED"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_DIEA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="75"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_DIEB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="50"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_DIED"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="50"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_EMPA"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_RUNA"
						AnimationMode="LOOP"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C FIRING_A FIRING_B FIRING_C ATTACKING USING_ABILITY"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_ATKA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="7"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="85"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_ATKA1"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="3"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="10"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_ATKC"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="3"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="10"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_SelectedPose"
					Flags="RESTART_ANIM_WHEN_COMPLETE"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="True"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_AIDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="85"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_AIFA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="10"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Animation
						AnimationName="NUM_INFANTRYU_AIFB"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="15"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="10"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end </Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_BATA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle"
					EnteringStateFX=""
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						AnimationMode="ONCE"
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				<AnimationState
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					<Animation
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						AnimationMode="ONCE"
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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					<Animation
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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					<Animation
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						AnimationBlendTime="5"
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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						AnimationMustCompleteBlend="False"
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				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverAttentionToCover"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_BIDA"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
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						AnimationPriority="20"
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						AnimationMustCompleteBlend="False"
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					<Animation
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						AnimationMustCompleteBlend="False"
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					<Animation
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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					<Animation
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						AnimationBlendTime="5"
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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						FadeEndFrame="-1"
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						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_CoverToCoverAttention"
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					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="NUM_INFANTRYU_BIDA"
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						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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					<Animation
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						WeaponTimingOrdering="PRIMARY_WEAPON"
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					<Animation
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						UseWeaponTiming="False"
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			</ScriptedModelDraw>
			<LaserDraw
				id="9FE06199"
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				Texture1_VTile="0.5"
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				Texture1_NumFrames="1"
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				Texture2_FrameRate="30"
				LaserWidth="20"
				WeaponSlotID="-1"
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				UseDistortionShader="False">
				<FXShader
					ShaderName="Laser.fx"
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						<Texture
							Name="Texture1">
							<Value>FXObeliskLaser</Value>
						</Texture>
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							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03"
					RequiredStatus="" />
			</LaserDraw>
			<LaserDraw
				id="5FC0AD86"
				Texture1_UTile="1"
				Texture1_VTile="0.5"
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				Texture2_FrameRate="1"
				LaserWidth="50"
				WeaponSlotID="-1"
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				UseDistortionShader="True">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueName=""
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					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailgunCoreDistortion</Value>
						</Texture>
						<Texture
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							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03"
					RequiredStatus="" />
			</LaserDraw>
			<LaserDraw
				id="B74F5F65"
				Texture1_UTile="1"
				Texture1_VTile="0.5"
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				Texture2_VScrollRate="1"
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				Texture1_FrameRate="30"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="20"
				WeaponSlotID="1"
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				<FXShader
					ShaderName="Laser.fx"
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						<Texture
							Name="Texture1">
							<Value>FXObeliskLaserHeroic</Value>
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							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus=""
					RequiredStatus="WEAPON_UPGRADED_03" />
			</LaserDraw>
			<LaserDraw
				id="E5D4C885"
				Texture1_UTile="1"
				Texture1_VTile="0.5"
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				Texture2_FrameRate="30"
				LaserWidth="20"
				WeaponSlotID="1"
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				UseDistortionShader="False">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueName=""
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							Name="Texture1">
							<Value>FXObeliskLaserHeroic</Value>
						</Texture>
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							Name="Texture2">
							<Value>FXLaserOverlay</Value>
						</Texture>
					</Constants>
				</FXShader>
				<ObjectStatusValidation
					ForbiddenStatus=""
					RequiredStatus="WEAPON_UPGRADED_03" />
			</LaserDraw>
		</Draws>
		<Behaviors>
			<AttributeModifierPoolUpdate
				id="513BC476" />
			<SquishCollide
				id="8CCB269A"
				CrushAnimTime="1s"
				CrushKillDelay="0.5s"
				UseDirectionCheck="True" />
			<FireWeaponWhenDead
				id="DDED328F"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				DelayTime="0s"
				DeathWeapon="CatalystInfantryDeathWeapon"
				FocusFireKindOfFlag=""
				InitiallyActive="True"
				ActiveDuringConstruction="False"
				ContinueToBezierDestination="False">
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="CATALYST"
					DeathTypesForbidden="" />
			</FireWeaponWhenDead>
			<AutoHealBehavior
				id="C07BF5C0"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				HealingAmount="100"
				HealingDelay="0.5s"
				StartHealingDelay="1s"
				Radius="0"
				KindOf=""
				HealFXList=""
				SpawnFXList=""
				RespawnMinimumDelay="0s"
				InitiallyActive="False"
				AffectsWholePlayer="False"
				AffectsContained="False"
				HealOnlyIfNotUnderAttack="False"
				HealOnlyIfNotInCombat="False"
				HealOnlyOthers="False"
				NonStackable="False"
				RespawnNearbyHordeMembers="False">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade
				id="AA36A1AA"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy>
			</AttributeModifierUpgrade>
			<AttributeModifierUpgrade
				id="81C6F752"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy>
			</AttributeModifierUpgrade>
			<AttributeModifierUpgrade
				id="E35F7EC4"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy>
			</AttributeModifierUpgrade>
			<StancesBehavior
				id="54CA416E"
				StanceTemplate="Generic" />
			<LevelUpUpgrade
				id="A92BDFEA"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				LevelsToGain="1"
				LevelCap="4"
				DoFlash="True">
				<TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy>
			</LevelUpUpgrade>
			<LevelUpUpgrade
				id="5C3F216A"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				LevelsToGain="2"
				LevelCap="4"
				DoFlash="True">
				<TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy>
			</LevelUpUpgrade>
			<LevelUpUpgrade
				id="379F3CE2"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				LevelsToGain="3"
				LevelCap="4"
				DoFlash="True">
				<TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy>
			</LevelUpUpgrade>
			<InvisibilityUpdate
				id="3BD7F2F5"
				Options=""
				UpdatePeriod="0.5s"
				BroadcastRange="0"
				OpacityMin="40%"
				OpacityMax="100%">
				<InvisibilityNugget
					ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C"
					ForbiddenConditionExceptions=""
					ForbiddenWeaponSets=""
					ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING"
					CamouflageLevel="0"
					InvisibilityType="STEALTH"
					Options=""
					EnteringStealthFX=""
					LeavingStealthFX=""
					HintDetectableStates="IS_ATTACKING"
					NoStealthForAttackWindow="0s" />
				<RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade>
			</InvisibilityUpdate>
			<StealthUpgrade
				id="F2B9DFBE"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True">
				<TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy>
			</StealthUpgrade>
			<TemporarilyDefectUpdate
				id="3473AFD2"
				DefectionFrameCount="300" />
			<WeaponSetUpdate
				id="720F4A50">
				<WeaponSlotTurret
					ID="1"
					InterleavedStyle="INTERLEAVE_RANDOM"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE"
					AllowInterleavedFiring="False">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="MOKReaperCannonLaser"
						Upgrade=""
						ObjectStatus=""
						IsPlayerUpgradePermanent="False" />
					<TurretSettings
						TurretTurnRate="200"
						TurretPitchRate="40"
						MinimumPitch="0d"
						PitchHeight="50%"
						ControlledWeaponSlots=""
						MinIdleScanTime="1s"
						MaxIdleScanTime="5s"
						MinIdleScanAngle="0"
						MaxIdleScanAngle="90"
						MaxDeflectionClockwise="180d"
						MaxDeflectionAntiClockwise="180d"
						NaturalTurretAngle="0d"
						AllowsPitch="True"
						RecenterWhenOutOfTurnRange="True">
						<TurretAITargetChooserData
							IdleScanDelay="0.8s"
							ReacquireDelay="5s"
							StartupDelay="0s"
							SympathyRange="25"
							CheckVisionRange="False"
							CanPickDynamicTargets="True"
							RotateToTargetWhenAiming="True"
							CanAutoAcquireNonAutoAcquirable="False"
							TargetingCompareList="DefaultTurretTargetingCompareList"
							ActiveWhenPerformingSpecialAbility="False"
							CanAcquireDynamicIfAssignedOutOfRange="True"
							CanPickTargetsOutOfTurretAngle="False" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<Physics
				id="6D41764B"
				MaxXRotationVelocity="360"
				MaxYRotationVelocity="360"
				MaxZRotationVelocity="360"
				GravityMultiplier="1"
				ShockStunnedTimeLow="5"
				ShockStunnedTimeHigh="10"
				ShockStandingTime="5"
				FirstHeight="1.3"
				SecondHeight="1.3"
				FirstPercentIndent="33%"
				SecondPercentIndent="66%"
				BounceCount="2"
				BounceDistance="5"
				BounceFirstHeight="1.3"
				BounceSecondHeight="1.3"
				BounceFirstPercentIndent="33%"
				BounceSecondPercentIndent="66%"
				GroundHitFX=""
				GroundBounceFX=""
				FirstPercentHeight="33%"
				SecondPercentHeight="66%"
				CurveFlattenMinDist="0"
				TumbleRandomly="False"
				AllowBouncing="False"
				KillWhenRestingOnGround="False"
				OrientToFlightPath="False"
				IgnoreTerrainHeight="False" />
			<ProductionUpdate
				id="2387032B"
				MaxQueueEntries="99"
				NumDoorAnimations="0"
				DoorOpeningTime="0s"
				DoorOpeningTimeMetaUnit="0s"
				DoorWaitOpenTime="0s"
				DoorCloseTime="0s"
				ConstructionCompleteDuration="0"
				DisabledTypesToProcess=""
				UnitInvulnerableTime="0"
				SpecialPrepModelconditionTime="0"
				BonusForType=""
				SpeedBonusAudioLoop=""
				Type="INVALID"
				ProductionTimeDelayScalar="0s"
				GiveNoXP="False"
				VeteranUnitsFromVeteranFactory="False"
				SetBonusModelConditionOnSpeedBonus="False"
				SecondaryQueue="False"
				IgnorePreReqs="False" />
			<SlowDeath
				id="73542D4A"
				SinkRate="1"
				ProbabilityModifier="10"
				ModifierBonusPerOverkillPercent="0%"
				SinkDelay="3s"
				SinkDelayVariance="0s"
				DestructionDelay="7s"
				DestructionDelayVariance="0s"
				DecayBeginTime="0s"
				FlingForce="0"
				FlingForceVariance="0"
				FlingPitch="0d"
				FlingPitchVariance="0d"
				DeathFlags=""
				FadeTime="0s"
				FadeDelay="0s"
				DeathTypes=""
				DeathObjectStatusBits=""
				ShadowWhenDead="False"
				Fade="False">
				<Sound
					Type="INITIAL"
					List="NOD_Generic_VoiceDieMS" />
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>
			<SpecialPower
				id="9300F150"
				SpecialPowerTemplate="NODBeamCannonLaserSpecialPower"
				AntiCategory=""
				AntiFX=""
				AttributeModifier=""
				AttributeModifierRange="0"
				AttributeModifierFX=""
				WeatherDuration="0"
				InitiateFX=""
				TriggerFX=""
				SetModelCondition="TOPPLED"
				SetModelConditionTime="0s"
				GiveLevels="0"
				ChangeWeather="NORMAL"
				OnTriggerRechargeSpecialPower=""
				BurnDecayModifier="0"
				MaxDistanceFromCommandCenter="0"
				UpdateModuleStartsAttack="True"
				StartsPaused="False"
				ReEnableAntiCategory="False"
				AttributeModifierAffectsSelf="False"
				AttributeModifierWeatherBased="False"
				TargetEnemy="False"
				TargetAllSides="False"
				DisableDuringAnimDuration="False"
				IdleWhenStartingPower="False"
				AffectGood="False"
				AffectEvil="False"
				AffectAllies="True"
				AvailableAtStart="True"
				AdjustVictim="False"
				UseDistanceFromCommandCenter="False"
				ChildModuleHandlesFX="False">
				<AttributeModifierAffects
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterMP
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterStrategic
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
			</SpecialPower>
			<BeamSpecialAbilityUpdate
				id="36AEB473"
				GrabPassengerHealGain="0%"
				SpecialPowerTemplate="NODBeamCannonLaserSpecialPower"
				StartAbilityRange="610"
				AbilityAbortRange="610"
				PreparationTime="10000s"
				PersistentPrepTime="0s"
				PersistentCount="-1"
				PackTime="0.1s"
				UnpackTime="1s"
				PreTriggerUnstealthTime="0s"
				Options="UPDATE_REQUIRES_LINE_OF_SIGHT"
				PackUnpackVariationFactor="0"
				ParalyzeDurationWhenCompleted="0s"
				ParalyzeDurationWhenAborted="0s"
				SpecialObject=""
				MaxSpecialObjects="1"
				EffectDuration="0s"
				EffectValue="1"
				EffectRange="0"
				FleeRangeAfterCompletion="0"
				DisableFXParticleSystem=""
				PackSound=""
				UnpackSound="Asset not found in stream: [844D7B9F:C7451375]"
				PrepSoundLoop="Asset not found in stream: [A3A7AF37:DC51D6C3]"
				TriggerSound=""
				ActiveLoopSound=""
				AwardXPForTriggering="0"
				SkillPointsForTriggering="-1"
				UnpackingVariation="0"
				FreezeAfterTriggerDuration="0s"
				RequiredConditions=""
				RejectedConditions=""
				SetObjectStatusOnTrigger="IS_ENGAGED"
				ClearObjectStatusOnExit="IS_ENGAGED"
				TriggerAttributeModifier=""
				AttributeModifierDuration="0s"
				ChainedButton=""
				RequireAndSpendTiberiumOnCaster="0"
				DisabledTypesToProcess="HELD"
				DisabledTypesToContinueSoundsFor="HELD"
				StartRechargeOnExit="False"
				GoIdleInStartPreparation="True"
				FaceTarget="True"
				DamagePerSecond="150"
				TargetAttributeModifierAdd=""
				SweepFX=""
				ReflectorExtendDistance="0"
				JoinWithOtherBeams="True"
				DissapateWhenTargetDead="True"
				LineType="False"
				TargetSamePlayerOnly="False" />
			<SpecialPower
				id="6540F6F9"
				SpecialPowerTemplate="SpecialPower_ChargeDefensesTrigger"
				AntiCategory=""
				AntiFX=""
				AttributeModifier=""
				AttributeModifierRange="0"
				AttributeModifierFX=""
				WeatherDuration="0"
				InitiateFX=""
				TriggerFX=""
				SetModelCondition="TOPPLED"
				SetModelConditionTime="0s"
				GiveLevels="0"
				ChangeWeather="NORMAL"
				OnTriggerRechargeSpecialPower=""
				BurnDecayModifier="0"
				MaxDistanceFromCommandCenter="0"
				UpdateModuleStartsAttack="True"
				StartsPaused="False"
				ReEnableAntiCategory="False"
				AttributeModifierAffectsSelf="False"
				AttributeModifierWeatherBased="False"
				TargetEnemy="False"
				TargetAllSides="False"
				DisableDuringAnimDuration="False"
				IdleWhenStartingPower="False"
				AffectGood="False"
				AffectEvil="False"
				AffectAllies="True"
				AvailableAtStart="True"
				AdjustVictim="False"
				UseDistanceFromCommandCenter="False"
				ChildModuleHandlesFX="False">
				<AttributeModifierAffects
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterMP
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterStrategic
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
			</SpecialPower>
			<BeamSpecialAbilityUpdate
				id="3216CCB9"
				GrabPassengerHealGain="0%"
				SpecialPowerTemplate="SpecialPower_ChargeDefensesTrigger"
				StartAbilityRange="200"
				AbilityAbortRange="1E+07"
				PreparationTime="10000s"
				PersistentPrepTime="0s"
				PersistentCount="-1"
				PackTime="1s"
				UnpackTime="2s"
				PreTriggerUnstealthTime="0s"
				Options="CHECK_SPECIALPOWER_REQUIREMENTS_DURING_UPDATE"
				PackUnpackVariationFactor="0"
				ParalyzeDurationWhenCompleted="0s"
				ParalyzeDurationWhenAborted="0s"
				SpecialObject=""
				MaxSpecialObjects="1"
				EffectDuration="0s"
				EffectValue="1"
				EffectRange="0"
				FleeRangeAfterCompletion="0"
				DisableFXParticleSystem=""
				PackSound=""
				UnpackSound="Asset not found in stream: [844D7B9F:C7451375]"
				PrepSoundLoop="Asset not found in stream: [A3A7AF37:1F664DDD]"
				TriggerSound=""
				ActiveLoopSound=""
				AwardXPForTriggering="0"
				SkillPointsForTriggering="-1"
				UnpackingVariation="0"
				FreezeAfterTriggerDuration="0s"
				RequiredConditions=""
				RejectedConditions=""
				SetObjectStatusOnTrigger=""
				ClearObjectStatusOnExit=""
				TriggerAttributeModifier=""
				AttributeModifierDuration="0s"
				ChainedButton=""
				RequireAndSpendTiberiumOnCaster="0"
				DisabledTypesToProcess="HELD"
				DisabledTypesToContinueSoundsFor="HELD"
				StartRechargeOnExit="False"
				GoIdleInStartPreparation="True"
				FaceTarget="True"
				DamagePerSecond="0"
				TargetAttributeModifierAdd="AttributeModifier_ChargeDefenses"
				SweepFX=""
				ReflectorExtendDistance="0"
				PreferredTargetBone="FXBONE01"
				JoinWithOtherBeams="False"
				DissapateWhenTargetDead="True"
				LineType="False"
				TargetSamePlayerOnly="False" />
			<SpecialPower
				id="A0B2B001"
				SpecialPowerTemplate="SpecialPower_ReflectorAttack"
				AntiCategory=""
				AntiFX=""
				AttributeModifier=""
				AttributeModifierRange="0"
				AttributeModifierFX=""
				WeatherDuration="0"
				InitiateFX=""
				TriggerFX=""
				SetModelCondition="TOPPLED"
				SetModelConditionTime="0s"
				GiveLevels="0"
				ChangeWeather="NORMAL"
				OnTriggerRechargeSpecialPower=""
				BurnDecayModifier="0"
				MaxDistanceFromCommandCenter="0"
				UpdateModuleStartsAttack="True"
				StartsPaused="False"
				ReEnableAntiCategory="False"
				AttributeModifierAffectsSelf="False"
				AttributeModifierWeatherBased="False"
				TargetEnemy="False"
				TargetAllSides="False"
				DisableDuringAnimDuration="False"
				IdleWhenStartingPower="False"
				AffectGood="False"
				AffectEvil="False"
				AffectAllies="True"
				AvailableAtStart="True"
				AdjustVictim="False"
				UseDistanceFromCommandCenter="False"
				ChildModuleHandlesFX="False">
				<AttributeModifierAffects
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterMP
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterStrategic
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
			</SpecialPower>
			<BeamSpecialAbilityUpdate
				id="7E53E03E"
				GrabPassengerHealGain="0%"
				SpecialPowerTemplate="SpecialPower_ReflectorAttack"
				StartAbilityRange="10000"
				AbilityAbortRange="1E+07"
				PreparationTime="10000s"
				PersistentPrepTime="0s"
				PersistentCount="-1"
				PackTime="0.1s"
				UnpackTime="2s"
				PreTriggerUnstealthTime="0s"
				Options=""
				PackUnpackVariationFactor="0"
				ParalyzeDurationWhenCompleted="0s"
				ParalyzeDurationWhenAborted="0s"
				SpecialObject=""
				MaxSpecialObjects="1"
				EffectDuration="0s"
				EffectValue="1"
				EffectRange="0"
				FleeRangeAfterCompletion="0"
				DisableFXParticleSystem=""
				PackSound=""
				UnpackSound="Asset not found in stream: [844D7B9F:C7451375]"
				PrepSoundLoop="Asset not found in stream: [A3A7AF37:DC51D6C3]"
				TriggerSound=""
				ActiveLoopSound=""
				AwardXPForTriggering="0"
				SkillPointsForTriggering="-1"
				UnpackingVariation="0"
				FreezeAfterTriggerDuration="0s"
				RequiredConditions=""
				RejectedConditions=""
				SetObjectStatusOnTrigger=""
				ClearObjectStatusOnExit=""
				TriggerAttributeModifier=""
				AttributeModifierDuration="0s"
				ChainedButton=""
				RequireAndSpendTiberiumOnCaster="0"
				DisabledTypesToProcess="HELD"
				DisabledTypesToContinueSoundsFor="HELD"
				StartRechargeOnExit="False"
				GoIdleInStartPreparation="False"
				FaceTarget="True"
				DamagePerSecond="150"
				TargetAttributeModifierAdd=""
				SweepFX=""
				ReflectorExtendDistance="500"
				JoinWithOtherBeams="True"
				DissapateWhenTargetDead="True"
				LineType="False"
				TargetSamePlayerOnly="False" />
			<AISpecialPowerUpdate
				id="16F50DB7"
				CommandButtonName="Command_ReflectorAttack"
				SecondaryCommandButtonName=""
				SpecialPowerAIType="SPECIAL_POWER_SPECIFIC_UNIT"
				SpecialPowerRadius="200"
				ReinforceDistance="0"
				SpellMakesAStructure=""
				SpecificUnit="NODVenom"
				UnitKindOf=""
				AllyUnitInclude=""
				AllyUnitExclude=""
				EnemyUnitInclude=""
				EnemyUnitExclude=""
				MinimumCutoff="0"
				UpdateTime="1s"
				MaxFrequency="0"
				RandomizeTargetLocation="False" />
			<CreateAndEnterObjectSpecialPower
				id="6D44A823"
				SpecialPowerTemplate="SpecialPowerCallForTransportNOD"
				AntiCategory=""
				AntiFX=""
				AttributeModifier=""
				AttributeModifierRange="0"
				AttributeModifierFX=""
				WeatherDuration="0"
				InitiateFX=""
				TriggerFX="FX_NodCallForTransportFlare"
				SetModelCondition="TOPPLED"
				SetModelConditionTime="0s"
				GiveLevels="0"
				ChangeWeather="NORMAL"
				OnTriggerRechargeSpecialPower=""
				BurnDecayModifier="0"
				MaxDistanceFromCommandCenter="0"
				UpdateModuleStartsAttack="False"
				StartsPaused="False"
				ReEnableAntiCategory="False"
				AttributeModifierAffectsSelf="False"
				AttributeModifierWeatherBased="False"
				TargetEnemy="False"
				TargetAllSides="False"
				DisableDuringAnimDuration="False"
				IdleWhenStartingPower="True"
				AffectGood="False"
				AffectEvil="False"
				AffectAllies="True"
				AvailableAtStart="True"
				AdjustVictim="False"
				UseDistanceFromCommandCenter="False"
				ChildModuleHandlesFX="True"
				OCL="OCL_NodCallForTransportVehicle"
				CreateLocation="CREATE_ABOVE_LOCATION"
				MaxCreateCount="0"
				NumberToSpawn="1"
				DestinationOCL=""
				RegisterObjectsWithSpecialAbilityUpdate="False">
				<AttributeModifierAffects
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterMP
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<RequirementsFilterStrategic
					Rule="UNPARSED"
					Relationship=""
					Alignment="NONE"
					Include=""
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="" />
				<FXOffset
					x="25"
					y="0"
					z="0" />
			</CreateAndEnterObjectSpecialPower>
			<StatusBitsUpgrade
				id="D305500E"
				RequiresAllTriggers="False"
				RequiresAllConflictingTriggers="False"
				Permanent="False"
				WaypointMode="False"
				WaypointModeTerminal="True"
				StatusToSet="WEAPON_UPGRADED_03"
				StatusToClear=""
				ApplyToContained="False">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="FADB485A"
				AutoAcquireEnemiesWhenIdle="YES"
				StopChaseDistance="500"
				HoldGroundCloseRangeDistance="0"
				MinCowerTime="0s"
				MaxCowerTime="0s"
				RampageTime="0s"
				BurningDeathTime="0s"
				TimeToEjectPassengersOnRampage="0"
				ComboLocomotorSet="NORMAL"
				ComboLocoAttackDistance="80"
				IdleTargetTime="0s"
				MaxCombineChildren="1"
				SpawnOffsetRadius="0"
				StandGround="False"
				CanAttackWhileContained="False"
				RampageRequiresAflame="False"
				FadeOnPortals="False">
				<UnitAITargetChooserData
					IdleScanDelay="0.8s"
					ReacquireDelay="5s"
					StartupDelay="0s"
					SympathyRange="100"
					CheckVisionRange="False"
					CanPickDynamicTargets="False"
					RotateToTargetWhenAiming="False"
					CanAutoAcquireNonAutoAcquirable="False"
					TargetingCompareList="DefaultTargetingCompareList" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="B313F576"
				MaxHealth="3000"
				MaxHealthDamaged="0"
				MaxHealthReallyDamaged="0"
				InitialHealth="-1"
				RecoveryTime="0"
				DodgePercent="0"
				EnteringDamagedTransitionTime="0s"
				EnteringReallyDamagedTransitionTime="0s"
				GrabFX=""
				GrabDamage="200"
				HealingBuffFX=""
				DamagedAttributeModifier=""
				ReallyDamagedAttributeModifier=""
				CheerRadius="200"
				BurningDeathFX=""
				SecondChanceUpgrade=""
				SecondChanceHeal="0"
				UseDefaultDamageSettings="True"
				RemoveUpgradesOnDeath="False"
				BurningDeathBehavior="False" />
		</Body>
		<Geometry
			IsSmall="True">
			<Shape
				Type="BOX"
				ContactPointGeneration="VEHICLE"
				MajorRadius="14"
				MinorRadius="7"
				Height="11.5"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:5BCDFB03]"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:18C692AE]"
				AudioType="voiceBombard" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:CE1B500A]"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:39BCE33D]"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:39BCE33D]"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:2E4FD815]"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:1122D8EB]"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:381CD7C5]"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:0C0070DA]"
				AudioType="voiceSelectBattle" />
			<NamedEntry
				Sound="Asset not found in stream: [844D7B9F:7E19F109]"
				Name="069F5EEF" />
			<NamedEntry
				Sound="Asset not found in stream: [844D7B9F:1232C5A2]"
				Name="0C2C04B4" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:D70330D7]"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:0DF5871A]"
				AudioType="soundAmbient" />
		</AudioArraySound>
		<EvaEvents
			EvaEventDieOwner="UnitLost"
			EvaEventDamagedOwner="UnitUnderAttack"
			EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit"
			EvaEventDamagedByFireOwner="GenericUnitBeingBurned"
			EvaEventSecondDamageFarFromFirstScanRange="600"
			EvaEventSecondDamageFarFromFirstTimeoutMS="155"
			EvaEventAmbushed="UnitAmbushed"
			EvaEnemyObjectSightedEvent="GenericEnemyUnitSighted"
			EvaEventDetectedEnemy="EnemyStealthUnitDiscovered"
			EvaEventAvailableForProduction="NewConstructionOptions"
			EvaEventProductionStarted="UnitConstructionStarted"
			EvaEventBuildOnHold="BuildOnHold"
			EvaEventBuildCancelled="BuildCancelled"
			EvaEventPromotedOwner="UnitPromoted" />
		<ShadowInfo
			Type="VOLUME"
			Texture=""
			AdditionalTexture=""
			SizeX="0"
			SizeY="0"
			OffsetX="0"
			OffsetY="0"
			OpacityStart="0"
			OpacityFadeInTime="0s"
			OpacityPeak="1"
			OpacityFadeOutTime="0s"
			OpacityEnd="0"
			MaxHeight="20"
			SunAngle="0"
			OverrideLODVisibility="False"
			UseHouseColor="False"
			IsRotatingWithObject="True"
			LocalPlayerOnly="False" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			VisionSide="100%"
			VisionRear="100%"
			VisionBonusTestRadius="100"
			VisionBonusTestSegments="8"
			VisionBonusPercentPerFoot="0%"
			MaxVisionBonusPercent="50%"
			MinVisionBonusPercent="-50%" />
		<CrusherInfo
			CrushKnockback="0"
			CrushZFactor="1"
			MinCrushVelocityPercent="1%"
			CrushDecelerationPercent="0%"
			CrushWeapon=""
			CrushRevengeWeapon=""
			CrusherLevel="2"
			CrushableLevel="3"
			MountedCrusherLevel="255"
			MountedCrushableLevel="255"
			CrushEqualLevelProps="False"
			UseCrushAttack="True"
			CrushOnlyWhileCharging="False"
			CrushAllies="False" />
	</GameObject>
</AssetDeclaration>