UnitBlueprint {
	AI = {
        InitialAutoMode = true,
    },
    Audio = {
        AmbientMove = Sound {
            Bank = 'UAL',
            Cue = 'UAL0307_Move_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'UALDestroy',
            Cue = 'UAL_Destroy_Land',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        ShieldOff = Sound {
            Bank = 'UAL',
            Cue = 'UAL0307_Shield_Activate',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        ShieldOn = Sound {
            Bank = 'UAL',
            Cue = 'UAL0307_Shield_Activate',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'UAL',
            Cue = 'UAL0307_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'UAL',
            Cue = 'UAL0307_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'Aeon_Select_Vehicle',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    BuildIconSortPriority = 150,
    Categories = {
        'SELECTABLE',
        'BUILTBYTIER3COMMANDER',
        'BUILTBYTIER3ENGINEER',
        'AEON',
        'MOBILE',
        'LAND',
        'EXPERIMENTAL',
        'NEEDMOBILEBUILD',
        'ANTIMISSILE',
        'SILO',
        'SHIELD',
        'DEFENSE',
        'HOVER',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'DRAGBUILD',
        'OVERLAYDEFENSE',
        'SORTDEFENSE',
    },
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Normal',
        EconomyThreatLevel = 0,
        Health = 10000,
        MaxHealth = 10000,
        RegenRate = 25,
        Shield = {
            ImpactEffects = 'AeonShieldHit01',
            ImpactMesh = '/effects/entities/ShieldSection01/ShieldSection01_mesh',
            Mesh = '/effects/entities/AeonShield01/AeonShield01_mesh',
            MeshZ = '/effects/entities/Shield01/Shield01z_mesh',
            RegenAssistMult = 60,
            ShieldEnergyDrainRechargeTime = 8,
            ShieldMaxHealth = 65000,
            ShieldRechargeTime = 10,
            ShieldRegenRate = 1000,
            ShieldRegenStartTime = 1,
            ShieldSize = 45,
            ShieldVerticalOffset = -5,
        },
        SubThreatLevel = 0,
        SurfaceThreatLevel = 50,
    },
    Description = 'Experimental Guardian',
    Display = {
        Abilities = {
            '<LOC ability_hover>Hover',
            '<LOC ability_shielddome>Shield Dome',
            '<LOC ability_stratmissiledef>Strategic Missile Defense',
        },
        IdleEffects = {
            Land = {
                Effects = {
                    {
                        Bones = {
                            'Base',
                        },
                        Offset = {
                            0,
                            -0.25,
                            0,
                        },
                        Scale = 12.0,
                        Type = 'AeonGroundFX01',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 1500,
                    Scrolling = true,
                    SecondaryName = '/Mods/TGC/units/UALX401/UALX401_secondary.dds',
                    ShaderName = 'AeonCZAR',
                },
            },
        },
        MovementEffects = {
            Land = {
                Effects = {
                    {
                        Bones = {
                            'Base',
                        },
                        Type = 'GroundKickup01',
                    },
                    {
                        Bones = {
                            'Base',
                        },
                        Offset = {
                            0,
                            -0.25,
                            0,
                        },
                        Scale = 12.0,
                        Type = 'AeonGroundFX01',
                    },
                },
            },
            Water = {
                Effects = {
                    {
                        Bones = {
                            'Base',
                        },
                        Scale = 12.0,
                        Type = 'BackWake',
                    },
                },
            },
        },
        PlaceholderMeshName = 'UXL0009',
        SpawnRandomRotation = true,
        UniformScale = 0.8,
    },
    Economy = {
        BuildCostEnergy = 352510,
        BuildCostMass = 16520,
        BuildRate = 860,
        BuildTime = 14875,
        MaintenanceConsumptionPerSecondEnergy = 4000,
        TeleportEnergyMod = 0.15,
        TeleportMassMod = 1,
        TeleportTimeMod = 0.01,
    },
    General = {
        Category = 'Utility',
        Classification = 'RULEUC_MilitaryVehicle',
        CommandCaps = {
            RULEUCC_Attack = false,
            RULEUCC_CallTransport = false,
            RULEUCC_Capture = false,
            RULEUCC_Guard = true,
            RULEUCC_Move = true,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = true,
            RULEUCC_Pause = false,
            RULEUCC_Reclaim = false,
            RULEUCC_Repair = false,
            RULEUCC_RetaliateToggle = true,
            RULEUCC_SiloBuildTactical = true,
            RULEUCC_Stop = true,
            RULEUCC_Transport = false,
        },
        FactionName = 'Aeon',
        Icon = 'amph',
        OrderOverrides = {
            RULEUTC_ShieldToggle = {
                bitmapId = 'shield-dome',
                helpText = 'toggle_shield_dome',
            },
        },
        TechLevel = 'RULEUTL_Secret',
        ToggleCaps = {
            RULEUTC_ShieldToggle = true,
        },
        UnitName = 'Angel',
        UnitWeight = 1,
    },
    Intel = {
        VisionRadius = 60,
    },
    Interface = {
        HelpText = 'Weeee',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 0.3,
    LifeBarSize = 0.8,
    Physics = {
        BankingSlope = 0.5,
        BuildOnLayerCaps = {
            LAYER_Air = false,
            LAYER_Land = true,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        DragCoefficient = 0.2,
        Elevation = 0.5,
        MaxAcceleration = 4,
        MaxBrake = 4,
        MaxSpeed = 4,
        MaxSpeedReverse = 0,
        MaxSteerForce = 1000,
        MeshExtentsX = 6,
        MeshExtentsY = 2,
        MeshExtentsZ = 6,
        MinSpeedPercent = 0,
        MotionType = 'RULEUMT_Hover',
        SkirtOffsetX = -5.5,
        SkirtOffsetZ = -5.5,
        SkirtSizeX = 12,
        SkirtSizeZ = 12,
        RotateBodyWhileMoving = true,
        RotateOnSpot = true,
        RotateOnSpotThreshold = 0.1,
        TurnFacingRate = 60,
        TurnRadius = 0,
        TurnRate = 75,
        WobbleFactor = 0.015,
        WobbleSpeed = 0.001,
    },
    SelectionSizeX = 6.5,
    SelectionSizeZ = 6.5,
    SelectionThickness = 0.2,
    SizeX = 8,
    SizeY = 2,
    SizeZ = 8,
    StrategicIconName = 'icon_experimental_generic',
    StrategicIconSortPriority = 125,
    Transport = {
        TransportClass = 10,
    },
    Weapon = {
        {
            AlwaysRecheckTarget = false,
            Audio = {
                Fire = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAB4302_Anti_Missile',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            BallisticArc = 'RULEUBA_None',
            CollideFriendly = false,
            CountedProjectile = true,
            Damage = 30,
            DamageType = 'Normal',
            DisplayName = 'Saint Anti Nuke',
            EffectiveRadius = 75,
            FireTargetLayerCapsTable = {
                Land = 'Air',
                Seabed = 'Air',
            },
            FiringTolerance = 60,
            ForceSingleFire = true,
            InitialProjectileStorage = 0,
            Label = 'MissileRack',
            MaxProjectileStorage = 7,
            MaxRadius = 60,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 90,
            ProjectileId = '/projectiles/AIMSaintAntiNuke01/AIMSaintAntiNuke01_proj.bp',
            ProjectilesPerOnFire = 1,
            RackBones = {
                {
                    MuzzleBones = {
                        'AntiNuke',
                    },
                    RackBone = 'AntiNuke',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = 0,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_Countermeasure',
            RateOfFire = 0.6,
            TargetCheckInterval = 0.1,
            TargetRestrictDisallow = 'UNTARGETABLE',
            TargetRestrictOnlyAllow = 'STRATEGIC MISSILE',
            TargetType = 'RULEWTT_Projectile',
            TrackingRadius = 2,
            TurretPitch = 0,
            TurretPitchRange = 0,
            TurretPitchSpeed = 0,
            TurretYaw = 0,
            TurretYawRange = 0,
            TurretYawSpeed = 0,
            Turreted = false,
            WeaponCategory = 'Defense',
            WeaponUnpacks = false,
        },
    },
    Wreckage = {
        Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
        EnergyMult = 0,
        HealthMult = 0.9,
        MassMult = 0.9,
        ReclaimTimeMultiplier = 1,
        WreckageLayers = {
            Air = false,
            Land = true,
            Seabed = false,
            Sub = false,
            Water = false,
        },
    },
}
