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<weaponBlueprint name="LASER_ION">
	<type>LASER</type>
	<title>Ion Laser</title>
	<short>Ion Laser</short>
	<desc>Very weak laser. This model has been tuned to do ion damage.</desc>
	<tooltip>Fires 2 shots, 1 damage each; 1 ion damage.</tooltip>
	<damage>1</damage>
	<ion>1</ion>
	<persDamage>0</persDamage>
	<shots>2</shots>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>11</cooldown>
	<power>2</power>
	<cost>30</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>laser_light2</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt> 
</weaponBlueprint>
<weaponBlueprint name="LASER_PHASE_1">
   <type>LASER</type>
   <title>Phase Laser Mark I</title>
   <short>Phase Laser</short>
   <desc>This laser phases through shields.</desc>
   <tooltip>This laser phases through shields.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>5</sp>                           
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>3</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>1</rarity>
   <image>laser_light2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_1</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="LASER_PHASE_2">
   <type>LASER</type>
   <title>Phase Laser Mark II</title>
   <short>Phase Laser II</short>
   <desc>This upgraded laser phases through shields.</desc>
   <tooltip>This upgraded laser phases through shields.</tooltip>
   <damage>1</damage>
   <shots>2</shots>
   <sp>5</sp>                           
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>17</cooldown>
   <power>4</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>laser_light2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="LASER_PHASE_3">
   <type>LASER</type>
   <title>Phase Laser Mark III</title>
   <short>Phase Laser III</short>
   <desc>This upgraded laser phases through shields.</desc>
   <tooltip>This upgraded laser phases through shields.</tooltip>
   <damage>1</damage>
   <shots>3</shots>
   <sp>5</sp>                           
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>25</cooldown>
   <power>4</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>4</rarity>
   <image>laser_light2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_3</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="LASER_FIRE">
	<type>LASER</type>
	<title>Fire Laser</title>
	<short>Fire Laser</short>
	<desc>Very weak laser. This model has been tuned to light fires.</desc>
	<tooltip>Fires 2 shots, 1 damage each.</tooltip>
	<damage>1</damage>
	<ion>0</ion>
	<persDamage>0</persDamage>
	<shots>2</shots>
	<sp>0</sp>
	<fireChance>10</fireChance>
	<breachChance>0</breachChance>
	<cooldown>11</cooldown>
	<power>2</power>
	<cost>30</cost>
	<bp>2</bp>
	<rarity>2</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt> 
</weaponBlueprint>
<weaponBlueprint name="LASER_BIO">
	<type>LASER</type>
	<title>Anti Bio Laser</title>
	<short>Bio Laser</short>
	<desc>This laser is a modified version of the slug's bio beam.</desc>
	<tooltip>1 shot, heavy crew damage.</tooltip>
	<damage>0</damage>
	<ion>0</ion>
	<persDamage>6</persDamage>
	<shots>1</shots>
	<sp>1</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>45</cost>
	<bp>2</bp>
	<rarity>3</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt> 
</weaponBlueprint>
<weaponBlueprint name="LASER_PLASMA">
	<type>LASER</type>
	<title>Plasma Blast</title>
	<short>Plasma Blast</short>
	<desc>This weapon shoots plasma rather than lasers.</desc>
	<tooltip>Fires, ion, shield piercing plasma bolt.</tooltip>
	<damage>3</damage>
	<ion>1</ion>
	<persDamage>0</persDamage>
	<shots>1</shots>
	<sp>2</sp>
	<fireChance>5</fireChance>
	<breachChance>1</breachChance>
	<cooldown>25</cooldown>
	<power>4</power>
	<cost>30</cost>
	<bp>2</bp>
	<rarity>2</rarity>
	<image>laser_light2</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_2</weaponArt> 
</weaponBlueprint>
<weaponBlueprint name="SHOTGUN_SP">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_2_flavorType"/>
	<drone_targetable>1</drone_targetable>
	<title>Shield Piercing Flak II</title>
	<short>Shield Pierce Flak II</short>
	<tip>tip_flak</tip>
	<desc>This modified Flak gun pierces shields.</desc>
	<tooltip id="weapon_SHOTGUN_2_tooltip"/>
	<radius>55</radius>
	<damage>1</damage>
	<spin>720</spin>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>21</cooldown>
	<power>4</power>
	<cost>100</cost>
	<bp>10</bp>
	<speed>26</speed>
	<rarity>5</rarity>
	<projectiles>
		<projectile count="3" fake="false">debris_large</projectile>
		<projectile count="4" fake="false">debris_med</projectile>
		<projectile count="10" fake="true">debris_small</projectile>
	</projectiles>
	<launchSounds>
		<sound>flak</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>flakImpact1</sound>
		<sound>flakImpact2</sound>
		<sound>flakImpact3</sound>
		<sound>flakImpact4</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>shotgun_2</weaponArt>
	<iconImage>flak</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_CHAINGUN_ION">  <!-- 1 shot 1power-->
	<type>LASER</type>
	<title>Ion Chain Vulcan</title>
	<short>Ion Vulcan</short>
	<tip id="tip_chain_laser"/>
	<desc>This Chain Vulcan has been modified to do ion damage.</desc>
	<tooltip id="weapon_LASER_CHAINGUN_2_tooltip"/>
	<damage>0</damage>
	<ion>1</ion>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>11.1</cooldown>
	<power>4</power>
	<cost>95</cost>
	<bp>2</bp>
	<rarity>5</rarity>
	<image>laser_light2</image>
	<boost>
		<type>cooldown</type>
		<amount>2</amount>
		<count>5</count>
	</boost>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>chainlaser_2</weaponArt>
	<iconImage>laser_chain</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BEAM_BREACH">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Breach Beam</title>
	<short>Breach Beam</short>
	<desc>This short beam bursts a hole in the target's hull.</desc>
	<tooltip id="weapon_BEAM_1_tooltip" />
	<damage>1</damage>
	<sp>1</sp>
	<fireChance>1</fireChance>
	<breachChance>10</breachChance>
	<cooldown>15</cooldown>
	<speed>1</speed>
	<power>1</power>
	<cost>20</cost>
	<bp>2</bp>
	<rarity>3</rarity>
	<image>beam_contact</image>
	<length>1</length> 
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_hull</weaponArt>
	<iconImage>beamH</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_BALLISTIC">
	<type>LASER</type>
	<title>Ballistic Laser</title>
	<short>Ball. Laser</short>
	<tip>tip_hull</tip>
	<desc>This laser does insane damage, but takes a while to charge up.</desc>
	<tooltip id="weapon_LASER_HULL_2_tooltip" />
	<damage>3</damage>
	<shots>3</shots>
	<sp>1</sp>
	<fireChance>3</fireChance>
	<breachChance>5</breachChance>
	<cooldown>25</cooldown>
	<hullBust>1</hullBust>
	<power>4</power>
	<cost>150</cost>
	<bp>7</bp>
	<rarity>5</rarity>
	<image>laser_heavy1</image>
	<speed>90</speed>
	<launchSounds>
		<sound>heavyLaser1</sound>
		<sound>heavyLaser2</sound>
		<sound>heavyLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull1</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_hull</weaponArt>
	<iconImage>laserH</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BEAM_INDUSTRIAL">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Industrial Beam</title>
	<short>Indus. Beam</short>
	<desc>This beam destroys ships, which is why it is illegal for non-mining use.</desc>
	<tooltip id="weapon_BEAM_LONG_tooltip" />
	<damage>4</damage>
	<sp>0</sp>
	<color>
		<r>72</r>
		<g>72</g>
		<b>73</b>
	</color>
	<fireChance>4</fireChance>
	<breachChance>1</breachChance>
	<speed>10</speed>
	<cooldown>25</cooldown>
	<power>3</power>
	<cost>55</cost>
	<bp>5</bp>
	<rarity>5</rarity>
	<image>beam_contact</image>
	<length>450</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="MASS_DRIVER">
	<type>MISSILES</type>
	<title>Mass Driver Cannon</title>
	<short>Mass Driver</short>
	<tip>tip_beams</tip>
	<desc>This weapon fires an explosive ball surrounded with Plasma.</desc>
	<tooltip>This weapon fires an explosive ball surrounded with Plasma.</tooltip>
	<damage>4</damage>
	<sp>5</sp>
	<speed>100</speed>
	<missiles>1</missiles>
	<shots>1</shots>
	<fireChance>0</fireChance>
	<breachChance>10</breachChance>
	<cooldown>25</cooldown>
	<power>4</power>
	<cost>150</cost>
	<bp>12</bp>
	<explosion>1</explosion>
	<rarity>5</rarity>
	<explosion>explosion_random</explosion>
	<image>missile_hull</image>
	<launchSounds>
		<sound>smallExplosion</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>smallExplosion</sound>
	</hitShipSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>beam_3</weaponArt>
	<iconImage>missile</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BEAM_MAGMA">
	<type>BEAM</type>
	<tip>tip_crew_beam</tip>
	<title>Magma Beam</title>
	<short>Magma Beam</short>
	<desc>This weapon fires a magma-hot beam that burns through enemy hulls</desc>
	<tooltip>Take down shields before firing this weapon.</tooltip>
	<damage>0</damage>
	<persDamage>4</persDamage>
	<sp>0</sp>
	<fireChance>7</fireChance>
	<breachChance>7</breachChance>
	<cooldown>18</cooldown>
	<color>
		<r>255</r>
		<g>90</g>
		<b>0</b>
	</color>
	<speed>13</speed>
	<power>3</power>
	<cost>75</cost>
	<bp>6</bp>
	<rarity>5</rarity>
	<length>140</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_bio</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BEAM_ION">
	<type>BEAM</type>
	<tip>Use this beam to take down shields.</tip>
	<title>Ion Beam</title>
	<short>Ion Beam</short>
	<desc>This beam does Ion damage.</desc>
	<tooltip>This beam does Ion damage.</tooltip>
	<damage>0</damage>
	<ion>1</ion>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>2</power>
	<cost>70</cost>
	<color>
		<r>0</r>
		<g>197</g>
		<b>255</b>
	</color>
	<bp>6</bp>
	<rarity>3</rarity>
	<length>75</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_fire</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="TASER">
	<type>LASER</type>
	<tip>This stunner only affects crew.</tip>
	<title>Taser Cannon</title>
	<short>Taser</short>
	<locked>1</locked>
	<desc>This weapon is favoured by law enforcement, as it pierces shields and stuns crew.</desc>
	<tooltip>Pierces shields and stuns crew.</tooltip>
	<stun>10</stun>
	<stunChance>10</stunChance>
	<damage>0</damage>
	<ion>0</ion>
	<speed>50</speed>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>10</cooldown>
	<power>1</power>
	<cost>35</cost>
	<bp>3</bp>
	<rarity>3</rarity>
	<image>ion_stun_shot</image>
	<explosion>explosion_stun_ion</explosion>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>ionHit1</sound>
		<sound>ionHit2</sound>
		<sound>ionHit3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>ionShields1</sound>
		<sound>ionShields2</sound>
		<sound>ionShields3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>ion_stun</weaponArt>
	<iconImage>ion</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BEAM_STUN">
	<type>BEAM</type>
	<tip>Use this beam to take down shields and stun crew.</tip>
	<title>Ion Stunner Beam</title>
	<short>Stun Beam</short>
	<desc>This beam does Ion damage and stuns crew.</desc>
	<tooltip>This beam does Ion damage and stuns crew.</tooltip>
	<damage>0</damage>
	<ion>1</ion>
	<stunChance>5</stunChance>
	<stun>5</stun>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>2</power>
	<cost>70</cost>
	<color>
		<r>255</r>
		<g>231</g>
		<b>0</b>
	</color>
	<bp>6</bp>
	<rarity>3</rarity>
	<length>75</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_fire</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="SHOTGUN_LASER">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_2_flavorType"/>
	<drone_targetable>0</drone_targetable>
	<title>Shotgun Laser</title>
	<short>Shot. Laser</short>
	<tip>This weapon fires 6 lasers at once.</tip>
	<desc>This weapon fires 6 lasers at once.</desc>
	<tooltip>Fires 6 lasers at once.</tooltip>
	<radius>35</radius>
	<damage>1</damage>
	<spin>720</spin>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>21</cooldown>
	<power>4</power>
	<cost>100</cost>
	<bp>10</bp>
	<speed>26</speed>
	<rarity>5</rarity>
	<projectiles>
		<projectile count="6" fake="false">laser_light1</projectile>
	</projectiles>
	<launchSounds>
		<sound>flak</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>heavyLaser1</sound>
		<sound>heavyLaser2</sound>
		<sound>heavyLaser3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_heavy_2</weaponArt>
	<iconImage>flak</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_WEAK">
	<type>LASER</type>
	<title>Weak Laser</title>
	<tip>Use this to take down systems.</tip>
	<desc>This laser is so weak, it only does system damage.</desc>
	<tooltip>This laser only does system damage.</tooltip>
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>10</cooldown>
	<power>1</power>
	<cost>10</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_WEAK_HULL">
	<type>LASER</type>
	<title>Weak Laser</title>
	<tip>Use this to take down the enemy's hull.</tip>
	<desc>This laser is so weak, it only does hull damage.</desc>
	<tooltip>This laser only does hull damage.</tooltip>
	<damage>1</damage>
	<sysDamage>0</sysDamage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>10</cooldown>
	<power>1</power>
	<cost>10</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_COMMON">
	<type>LASER</type>
	<title>Common Laser</title>
	<short>Com. Laser</short>
	<tip>This laser is pretty weak, but can compliment any strategy.</tip>
	<desc>This laser is common and weak.</desc>
	<tooltip>This laser is common and weak.</tooltip>
	<damage>1</damage>
	<sysDamage>1</sysDamage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>2</fireChance>
	<breachChance>0</breachChance>
	<cooldown>13</cooldown>
	<power>1</power>
	<cost>15</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_RARE">
	<type>LASER</type>
	<title>Rare Laser</title>
	<short>Rare Laser</short>
	<tip>This basic laser is rare and upgraded.</tip>
	<desc>This basic laser is rare and upgraded.</desc>
	<tooltip>This basic laser is rare and upgraded.</tooltip>
	<damage>1</damage>
	<sysDamage>2</sysDamage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>2</fireChance>
	<breachChance>0</breachChance>
	<cooldown>9</cooldown>
	<power>1</power>
	<cost>30</cost>
	<bp>2</bp>
	<rarity>2</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_CUTTER">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Laser Cutter</title>
	<short>Laser Cut.</title>
	<desc>This was originally used for industrial work, but someone reffited it for combat.</desc>
	<tooltip id="weapon_BEAM_1_tooltip" />
	<damage>2</damage>
	<sp>0</sp>
	<fireChance>5</fireChance>
	<breachChance>1</breachChance>
	<cooldown>17</cooldown>
	<speed>5</speed>
	<power>1</power>
	<cost>30</cost>
	<bp>2</bp>
	<rarity>2</rarity>
	<color>
		<r>255</r>
		<g>206</g>
		<b>0</b>
	</color>
	<image>beam_contact</image>
	<length>30</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_1</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="SHOTGUN_LIGHT">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>1</drone_targetable>
	<title>Light Flak</title>
	<tip>tip_flak</tip>
	<short>Light Flak</short>
	<desc>This modified Flak weapon does no hull damage, but tears systems to shreads.</desc>
	<tooltip>This modified Flak weapon does no hull damage, but tears systems to shreads.</tooltip>
	<radius>40</radius>
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<shots>1</shots>
	<sp>0</sp>
	<spin>720</spin>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>15</cooldown>
	<power>2</power>
	<cost>75</cost>
	<bp>10</bp>
	<speed>26</speed>
	<rarity>3</rarity>
	<projectiles>
		<projectile count="2" fake="false">debris_med</projectile>
		<projectile count="5" fake="false">debris_small</projectile>
		<projectile count="3" fake="true">debris_small</projectile>
	</projectiles>
	<launchSounds>
		<sound>flak</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>flakImpact1</sound>
		<sound>flakImpact2</sound>
		<sound>flakImpact3</sound>
		<sound>flakImpact4</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>shotgun</weaponArt>
	<iconImage>flak</iconImage>
</weaponBlueprint>
<weaponBlueprint name="WEAK_BEAM">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Weak Beam</title>
	<short>Weak Beam</title>
	<desc>This weak beam only does system damage.</desc>
	<tooltip id="weapon_BEAM_1_tooltip" />
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<sp>0</sp>
	<fireChance>2</fireChance>
	<breachChance>0</breachChance>
	<cooldown>17</cooldown>
	<speed>5</speed>
	<power>1</power>
	<cost>20</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>beam_contact</image>
	<length>30</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_1</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="WEAK_BEAM_HULL">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Weak Beam</title>
	<short>Weak Beam</title>
	<desc>This weak beam only does hull damage.</desc>
	<tooltip id="weapon_BEAM_1_tooltip" />
	<damage>1</damage>
	<sysDamage>0</sysDamage>
	<sp>0</sp>
	<fireChance>2</fireChance>
	<breachChance>0</breachChance>
	<cooldown>17</cooldown>
	<speed>5</speed>
	<power>1</power>
	<cost>20</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>beam_contact</image>
	<length>30</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_1</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="FAST BEAM">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Fast Beam</title>
	<short>Fast Beam</title>
	<desc>This short beam fires fast.</desc>
	<tooltip id="weapon_BEAM_1_tooltip" />
	<damage>1</damage>
	<sysDamage>1</sysDamage>
	<sp>0</sp>
	<fireChance>3</fireChance>
	<breachChance>0</breachChance>
	<cooldown>7</cooldown>
	<speed>10</speed>
	<power>1</power>
	<cost>50</cost>
	<bp>2</bp>
	<color>
		<r>255</r>
		<g>94</g>
		<b>94</b>
	</color>
	<rarity>5</rarity>
	<image>beam_contact</image>
	<length>30</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_1</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BEAM_I">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Artillery Beam Mark I</title>
	<short>Artil. Beam I</short>
	<desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
	<tooltip>This beam ignores all shields.</tooltip>
	<damage>1</damage>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<speed>13</speed>
	<cooldown>50</cooldown>
	<power>1</power>
	<cost>75</cost>
	<bp>5</bp>
	<rarity>2</rarity>
	<image>beam_contact</image>
	<length>300</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BEAM_II">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Artillery Beam Mark II</title>
	<short>Artil. Beam II</short>
	<desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
	<tooltip>This beam ignores all shields.</tooltip>
	<damage>1</damage>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<speed>13</speed>
	<cooldown>40</cooldown>
	<power>2</power>
	<cost>75</cost>
	<bp>5</bp>
	<rarity>3</rarity>
	<image>beam_contact</image>
	<length>300</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BEAM_III">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Artillery Beam Mark III</title>
	<short>Artil. Beam III</short>
	<desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
	<tooltip>This beam ignores all shields.</tooltip>
	<damage>1</damage>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<speed>13</speed>
	<cooldown>30</cooldown>
	<power>3</power>
	<cost>75</cost>
	<bp>5</bp>
	<rarity>4</rarity>
	<image>beam_contact</image>
	<length>300</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BEAM_IV">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Artillery Beam Mark IV</title>
	<short>Artil. Beam IV</short>
	<desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
	<tooltip>This beam ignores all shields.</tooltip>
	<damage>1</damage>
	<sp>5</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<speed>13</speed>
	<cooldown>20</cooldown>
	<power>4</power>
	<cost>75</cost>
	<bp>5</bp>
	<rarity>5</rarity>
	<image>beam_contact</image>
	<length>300</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_DESTROYER">
	<type>LASER</type>
	<title>Destroyer Laser</title>
	<short>Dest. Laser</short>
	<tip>This laser is a glass cannon. Be careful.</tip>
	<desc>This laser smashes through enemy defenses and tears their hull to bits.</desc>
	<tooltip>Smashes enemy hull to bits.</tooltip>
	<damage>5</damage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>3</fireChance>
	<breachChance>5</breachChance>
	<cooldown>25</cooldown>
	<hullBust>0</hullBust>
	<power>5</power>
	<cost>200</cost>
	<bp>7</bp>
	<rarity>5</rarity>
	<image>laser_heavy1</image>
	<speed>90</speed>
	<launchSounds>
		<sound>heavyLaser1</sound>
		<sound>heavyLaser2</sound>
		<sound>heavyLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull1</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_hull</weaponArt>
	<iconImage>laserH</iconImage>
</weaponBlueprint>
<weaponBlueprint name="RAILGUN">
	<type>MISSILES</type>
	<tip>This missile weapon fires fast enough to get past drones.</tip>
	<title>Railgun</title>
	<short>Railgun</short>
	<desc>This weapon uses electro-magnets to fire missiles at high speed.</desc>
	<tooltip>This weapon uses electro-magnets to fire missiles at high speed.</desc>
	<damage>2</damage>
	<sp>5</sp>
	<shots>1</shots>
	<fireChance>0</fireChance>
	<breachChance>5</breachChance>
	<speed>100</speed>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>75</cost>
	<bp>5</bp>
	<rarity>4</rarity>
	<image>missile_1</image>
	<explosion>1</explosion>
	<launchSounds>
		<sound>smallMissile1</sound>
		<sound>smallMissile2</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>smallExplosion</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>missile</iconImage>
</weaponBlueprint>
<weaponBlueprint name="SHOTGUN_LIGHT_ARTILLERY">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>1</drone_targetable>
	<title>Light Flak</title>
	<tip>tip_flak</tip>
	<short>Light Flak</short>
	<desc>This modified Flak weapon does no hull damage, but pierces shields and tears systems to shreads.</desc>
	<tooltip>This modified Flak weapon does no hull damage, but pierces shields and tears systems to shreads.</tooltip>
	<radius>40</radius>
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<shots>1</shots>
	<sp>5</sp>
	<spin>720</spin>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>40</cooldown>
	<power>2</power>
	<cost>75</cost>
	<bp>10</bp>
	<speed>26</speed>
	<rarity>0</rarity>
	<projectiles>
		<projectile count="2" fake="false">debris_med</projectile>
		<projectile count="5" fake="false">debris_small</projectile>
		<projectile count="3" fake="true">debris_small</projectile>
	</projectiles>
	<launchSounds>
		<sound>flak</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>flakImpact1</sound>
		<sound>flakImpact2</sound>
		<sound>flakImpact3</sound>
		<sound>flakImpact4</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>shotgun</weaponArt>
	<iconImage>flak</iconImage>
</weaponBlueprint>
<weaponBlueprint name="LASER_DEV">
   <type>LASER</type>
   <title>Dev Laser</title>
   <short>Dev Laser</short>
   <desc>This laser is for Devs ONLY.</desc>
   <tooltip>This laser is for Devs ONLY.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>                           
   <fireChance>10</fireChance>
   <breachChance>10</breachChance>
   <cooldown>0.01</cooldown>
   <power>1</power>
   <cost>999</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <image>laser_light2</image>
   <launchSounds>
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_1</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="ION_PULSE_GUN">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>0</drone_targetable>
	<title>Ion Pulse</title>
	<tip>Pulse weapons fire a wave of energy at the target ship.</tip>
	<short>Ion Pulse</short>
	<desc>This pulse weapon fires an Ion pulse at the target ship.</desc>
	<tooltip>This pulse weapon fires an Ion pulse at the target ship.</tooltip>
	<radius>250</radius>
	<damage>0</damage>
	<sysDamage>0</sysDamage>
	<ion>1</ion>
	<shots>1</shots>
	<sp>0</sp>
	<spin>720</spin>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>70</cost>
	<bp>10</bp>
	<speed>999</speed>
	<rarity>4</rarity>
	<projectiles>
		<projectile count="10" fake="false">ion_1_shot</projectile>
		<projectile count="10" fake="false">ion_1_shot</projectile>
	</projectiles>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<weaponArt>ion_chaingun</weaponArt>
	<iconImage>ion</iconImage>
</weaponBlueprint>
<weaponBlueprint name="FIRE_PULSE_GUN">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>0</drone_targetable>
	<title>Fire Pulse</title>
	<tip>Pulse weapons fire a wave of energy at the target ship.</tip>
	<short>Fire Pulse</short>
	<desc>This pulse weapon fires a fire pulse at the target ship.</desc>
	<tooltip>This pulse weapon fires a fire pulse at the target ship.</tooltip>
	<radius>250</radius>
	<damage>0</damage>
	<sysDamage>0</sysDamage>
	<ion>0</ion>
	<shots>1</shots>
	<sp>0</sp>
	<spin>720</spin>
	<fireChance>10</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>70</cost>
	<bp>10</bp>
	<speed>999</speed>
	<rarity>4</rarity>
	<projectiles>
		<projectile count="10" fake="false">ion_1_shot</projectile>
		<projectile count="10" fake="false">ion_1_shot</projectile>
	</projectiles>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<weaponArt>beam_fire</weaponArt>
	<iconImage>ion</iconImage>
</weaponBlueprint>
<weaponBlueprint name="SOLAR_PULSE_GUN">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>0</drone_targetable>
	<title>Solar Pulse</title>
	<tip>Pulse weapons fire a wave of energy at the target ship.</tip>
	<short>Solar Pulse</short>
	<desc>This pulse weapon is based on solar flares.</desc>
	<tooltip>This pulse weapon is based on solar flares.</tooltip>
	<radius>250</radius>
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<ion>0</ion>
	<shots>1</shots>
	<sp>0</sp>
	<spin>720</spin>
	<fireChance>10</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>70</cost>
	<bp>10</bp>
	<speed>999</speed>
	<rarity>4</rarity>
	<projectiles>
		<projectile count="10" fake="false">ion_1_shot</projectile>
		<projectile count="10" fake="false">ion_1_shot</projectile>
	</projectiles>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<weaponArt>beam_fire</weaponArt>
	<iconImage>ion</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BIO_PULSE_GUN">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>0</drone_targetable>
	<title>Anti Bio Pulse</title>
	<tip>Pulse weapons fire a wave of energy at the target ship.</tip>
	<short>Bio Pulse</short>
	<desc>This pulse weapon is based on solar flares.</desc>
	<tooltip>This pulse weapon is based on solar flares.</tooltip>
	<radius>250</radius>
	<damage>0</damage>
	<sysDamage>0</sysDamage>
	<ion>0</ion>
	<shots>1</shots>
	<sp>0</sp>
	<spin>720</spin>
	<fireChance>0</fireChance>
	<persDamage>5</persDamage>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>70</cost>
	<bp>10</bp>
	<speed>999</speed>
	<rarity>4</rarity>
	<projectiles>
		<projectile count="10" fake="false">ion_1_shot</projectile>
		<projectile count="10" fake="false">ion_1_shot</projectile>
	</projectiles>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<weaponArt>beam_bio</weaponArt>
	<iconImage>ion</iconImage>
</weaponBlueprint>
<weaponBlueprint name="STUN_PULSE_GUN">
	<type>BURST</type>
	<flavorType id="weapon_SHOTGUN_flavorType"/>
	<drone_targetable>0</drone_targetable>
	<title>Ion Stunner Pulse</title>
	<tip>Pulse weapons fire a wave of energy at the target ship.</tip>
	<short>Stun Pulse</short>
	<desc>This pulse weapon fires an stunning pulse at the target ship.</desc>
	<tooltip>This pulse weapon fires an stunning pulse at the target ship.</tooltip>
	<radius>250</radius>
	<damage>0</damage>
	<sysDamage>0</sysDamage>
	<stun>5</stun>
	<ion>1</ion>
	<shots>1</shots>
	<sp>0</sp>
	<spin>720</spin>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>70</cost>
	<bp>10</bp>
	<speed>999</speed>
	<rarity>4</rarity>
	<projectiles>
		<projectile count="10" fake="false">ion_1_shot</projectile>
		<projectile count="10" fake="false">ion_1_shot</projectile>
	</projectiles>
	<launchSounds>
		<sound>ionShoot1</sound>
		<sound>ionShoot2</sound>
		<sound>ionShoot3</sound>
	</launchSounds>
	<weaponArt>ion_chaingun</weaponArt>
	<iconImage>ion</iconImage>
</weaponBlueprint>
<weaponBlueprint name="ANTIQUE_WEAPONS">
	<type>LASER</type>
	<title>Antique Laser</title>
	<short>Antiq. Laser</short>
	<tip>tip_laser</tip>
	<desc>This weapon is old and valuable.</desc>
	<tooltip>This weapon is old and valuable.</tooltip>
	<damage>1</damage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>25</cooldown>
	<power>2</power>
	<cost>750</cost>
	<bp>2</bp>
	<rarity>5</rarity>
	<image>laser_light1</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>
<weaponBlueprint name="CIV_DEFENCE_LASER">
	<type>LASER</type>
	<title>Civilian Defence Laser</title>
	<short>Civ Laser</short>
	<tip>tip_laser</tip>
	<desc>This weapon is commonly used by civilians. It is effective, but just barely.</desc>
	<tooltip>This weapon is commonly used by civilians.</tooltip>
	<damage>1</damage>
	<shots>1</shots>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>15</cooldown>
	<power>1</power>
	<cost>10</cost>
	<bp>2</bp>
	<rarity>1</rarity>
	<image>laser_light2</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_1</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>
<weaponBlueprint name="TERRAFORMING_BEAM">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Land Cutting Beam</title>
	<short>Land Cut. Beam</short>
	<desc>This beam was designed to cut land for terraforming purposes. It is a long beam with 1 shield pierce.</desc>
	<tooltip>This beam was designed to cut land for terraforming purposes.</tooltip>
	<damage>1</damage>
	<sp>1</sp>
	<fireChance>1</fireChance>
	<breachChance>1</breachChance>
	<speed>13</speed>
	<cooldown>20</cooldown>
	<power>3</power>
	<cost>75</cost>
	<bp>5</bp>
	<rarity>3</rarity>
	<image>beam_contact</image>
	<length>150</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt>
	<iconImage>beam</iconImage>
</weaponBlueprint>
<weaponBlueprint name="TERRAFORMING_LASER">
	<type>LASER</type>
	<title>Land Mover</title>
	<short>Land Mover</short>
	<tip>tip_laser</tip>
	<desc>This tool is used to move land for terraforming. It pierces shields, breaches, and does system damage.</desc>
	<tooltip>This tool is used to move land for terraforming.</tooltip>
	<damage>0</damage>
	<sysDamage>1</sysDamage>
	<shots>1</shots>
	<sp>5</sp>
	<fireChance>0</fireChance>
	<breachChance>7</breachChance>
	<cooldown>20</cooldown>
	<power>2</power>
	<cost>10</cost>
	<speed>999</speed>
	<bp>2</bp>
	<rarity>3</rarity>
	<image>laser_light2</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>missiles_2</weaponArt>
	<iconImage>laser</iconImage>
</weaponBlueprint>

