Open source Star Ruler 2 source code!
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Subsystem: SupportPlateArmor
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Name: Plate Armor
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Description: Heavy, interlocked plates of metal form a protective layer. Damage has a harder time piercing through, and all damage taken is reduced by a flat amount.
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BaseColor: #a9a9a9
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Picture: SubsystemButtonArt::0
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Elevation: 1
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Tags: NoCore, NonContiguous, DefaultUnlock, Defense, IsArmor, TankArmor
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Hull: Support
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Size := HexSize * Hexes
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ProjResist := HexSize * 4
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EnergyResist := HexSize * 8
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ExplosiveResist := HexSize * 4
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Hex.Resistance := 0.5
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Hex.HP := 54 * HexSize
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Hex.Mass := 2.5 * HexSize
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Hex.BuildCost := 1.5 * HexSize
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Hex.LaborCost := 0.14 * HexSize
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Effect: ReduceDamage
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ProjResist = ProjResist
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EnergyResist = EnergyResist
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ExplResist = ExplosiveResist
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MinimumPercent = 0.2
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Module: Default
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Sprite: HexagonSubsystems::0
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Subsystem: CrewDeck
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Name: Crew Deck
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Description: Provides a minimal deck and facilities for the crew to command the support ship.
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BaseColor: #c5f946
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Picture: SubsystemButtonArt::8
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Elevation: 4
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Tags: DefaultUnlock, Crewed, Control, ControlCore, HasInternals
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Hull: Support
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EvaluationOrder: -10
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Size := HexSize * Hexes
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Crew := floor(40 * Size)
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Command := Hexes * 4
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Repair := 4 * HexSize * (Hexes-1)
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Hex.Resistance := 0.2
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Hex.HP := 12 * HexSize
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Hex.Mass := HexSize
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Hex.LaborCost := 0.14 * HexSize
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Hex.BuildCost := 1.5 * HexSize
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Effect: ControlCore
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Provides:
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Crew = Crew
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Command = Command
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Module: Default
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Sprite: HexagonSubsystems::4
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Module: Core
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Sprite: HexagonSubsystems::3
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Hex.HP := 4 * Hex.HP
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Hex.Resistance := 0.35
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Hex.BuildCost := 2 * Hex.BuildCost
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Subsystem: SupportHull
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Tags: DefaultUnlock, NoCore, HullSystem
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Hull: Support
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EvaluationOrder: -100
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Repair := HexSize * 4
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Assert: Ship.Command > 0
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Message: #ERROR_NEED_CONTROL
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Subsystem: SupportRocketEngine
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Name: Rocket Engine
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Description: Combusts fuel to generate thrust. Also capable of generating small amounts of power from fuel.
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BaseColor: #f9e146
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TypeColor: #f9e146
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Picture: SubsystemButtonArt::5
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Elevation: 0
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Tags: ExteriorCore, DefaultUnlock, Engine, GivesThrust, HasInternals
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Hull: Support
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OnCheckErrors: designs::checkCoreFacingBackwards
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Size := HexSize * Hexes
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Thrust := 24 * Size
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Hex.Mass := HexSize
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Hex.Resistance := 0.2
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Hex.HP := 18 * HexSize
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Hex.BuildCost := 2 * HexSize
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Hex.LaborCost := 0.26 * HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Sprite: HexagonSubsystems::2
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Hex.HP := 2 * Hex.HP
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Hex.Resistance := 0.35
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Hex.BuildCost := 2 * Hex.BuildCost
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Subsystem: Railgun
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Name: Railgun
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Description: A magnetic cannon which fires relatively small projectiles at immense velocities. Very effective at piercing armor.
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BaseColor: #c5f946
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TypeColor: #c5f946
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Picture: SubsystemButtonArt::2
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Elevation: 2
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Tags: WeaponBase, ProjBase, Rotatable, HexLimitArc
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsProjWeapon, IsRailgun, HasInternals
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Hull: Support
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Size := HexSize * Hexes
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Range := log(1 + Size / 8) * 300 + 50
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Damage := Size * 2.0
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Reload := 2.0
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Speed := 75
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Spread := 0.12 * 4.0 / (4.0 + Size)
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Tracking := 0.8
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FireArc := 0.5 * pi
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Pierce := 0.75
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SupplyCost := Size * 1.5
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Hex.BuildCost := 1.5 * HexSize
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Hex.MaintainCost := 0
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Hex.LaborCost := 0.14 * HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Sprite: HexagonSubsystems::1
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Effector: Railgun
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Range = Range
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Damage = Damage
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Reload = Reload
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Speed = Speed
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FireArc = FireArc
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Tracking = Tracking
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CapOnTarget = 0
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Spread = Spread
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TargetTolerance = Spread / 2
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Pierce = Pierce
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SupplyCost = SupplyCost * Reload
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Subsystem: SupportLaser
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Name: Laser
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Description: A highly focused beam of light, possessing great range and damage, but very poor penetration. The high damage is spread out over time, making lasers ineffective against armor.
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BaseColor: #f9464d
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TypeColor: #f9464d
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Picture: SubsystemButtonArt::7
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Elevation: 2
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Tags: BeamBase, Rotatable, HexLimitArc
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsBeamWeapon, HasInternals
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Hull: Support
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Size := HexSize * Hexes
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BeamDPS := 1.5 * Size
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Duration := 4
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Cooldown := 6
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Range := log(1 + Size / 8) * 200 + 150
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Tracking := 0.5
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SupplyCost := Size * 0.75
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Hex.HP := 12 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Hex.BuildCost := 2 * HexSize
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Hex.LaborCost := 0.14 * HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Sprite: HexagonSubsystems::6
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Effector: Laser
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Range = Range
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DPS = BeamDPS
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Duration = Duration
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Cooldown = Cooldown
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Tracking = Tracking
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SupplyCost = SupplyCost * Duration
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Subsystem: SupportMissileLauncher
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Name: Missile Launcher
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Description: Fires like... explosives, y'know? With this crazy, watzit... y'know thos flame thingies? Oh, rockets, yeah! Yeah, it fires bombs on rockets, it's pretty chill.
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BaseColor: #b746f9
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TypeColor: #b746f9
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Picture: SubsystemButtonArt::4
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Elevation: 2
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Tags: WeaponBase, MissileBase
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Tags: ExteriorCore, Weapon, DefaultUnlock, IsExplosiveWeapon, HasInternals
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Hull: Support
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Size := HexSize * Hexes
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Range := log(1 + Size / 8) * 150 + 200
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Damage := Size * 7.5
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Reload := 6.0
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Speed := 45
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Tracking := 3
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SupplyCost := Size * 4.0
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Hex.HP := 18 * HexSize
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Hex.Resistance := 0.2
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Hex.Mass := HexSize
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Hex.BuildCost := 1.5 * HexSize
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Hex.LaborCost := 0.14 * HexSize
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Requires:
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Command = 1
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Module: Default
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Module: Core
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Hex.HP := Hex.HP * 2
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Sprite: HexagonSubsystems::7
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Effector: Missile
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Range = Range
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Damage = Damage
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Reload = Reload
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Speed = Speed
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Tracking = Tracking
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SupplyCost = SupplyCost * Reload
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