Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 2019_Ann_Sale_Day1=Expo-hall Day 01
- 2019_Ann_Sale_Day2=Expo-hall Day 02
- 2019_Ann_Sale_Day3=Expo-hall Day 03
- 2019_Ann_Sale_Day4=Expo-hall Day 04
- 2019_Ann_Sale_Day5=Expo-hall Day 05
- 2019_Ann_Sale_Day6_01=Expo-hall Day 06_01
- 2019_Ann_Sale_Day6_02=Expo-hall Day 06_02
- 2019_Ann_Sale_Day7=Expo-hall Day 07
- 2019_Ann_Sale_Day8=Expo-hall Day 08
- 2019_Ann_Sale_Day9=Expo-hall Day 09 - Best of Show
- 890_J_Mission_Obj_01_Long=WIP - Locate the hack and disable it
- 890_J_Mission_Obj_01_Short=WIP - Disable the hack
- 890_J_Mission_Obj_02_Counter=WIP - Enemies remaining %ls
- 890_J_Mission_Obj_02_Long=WIP - Eliminate all remaining hostiles
- 890_J_Mission_Obj_02_Short=WIP - Eliminate hostiles
- 890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
- 890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
- 890_J_Mission_ShortDescription=WIP - Disable the ongoing hack and eliminate all enemies
- 890_J_Mission_Title=WIP - Rescue the hijacked 890
- 890_J_Mission_Waypoint_Marker1=WIP - Disable terminal
- 890_J_Mission_WaypointVIP=WIP - Defend VIP
- 890_J_MissionTest=WIP Disable the hack before it is complete %ls
- 890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
- 890_J_Mobi_Title=WIP - 890 Jump in danger
- 890_J_Screen=
- AaronHalo=Aaron Halo
- AbandonedOutpost_001=Abandoned Outpost
- AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
- ac_ui_test1=WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
- ac_ui_test2=wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
- Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
- acquirepart_prevent_desc=Stop someone uploading ~mission(Item).
- acquirepart_prevent_dest_timer=~mission(Item) self destructs in %Is.
- acquirepart_prevent_destroy=Destroy ~mission(Item).
- acquirepart_prevent_marker_lastknown=Last Known Location
- acquirepart_prevent_marker_prototype=~mission(Item).
- acquirepart_prevent_marker_ugf=Facility
- acquirepart_prevent_obj1_long=Prevent ~mission(Item) Upload.
- acquirepart_prevent_obj1_short=Prevent Upload.
- acquirepart_prevent_obj2_long=~mission(Item) will self destruct.
- acquirepart_prevent_obj2_short=~mission(Item) Self Destructs In.
- acquirepart_prevent_subobj1_long=Visit the site of crash and investigate.
- acquirepart_prevent_subobj1_short=Visit Last Known Location.
- acquirepart_prevent_subobj2_long=Reboot Relay to locate ~mission(Item).
- acquirepart_prevent_subobj2_short=Reboot Relay.
- acquirepart_prevent_title=Prevent ~mission(Item) Upload.
- ad_welcome_to=Welcome To
- ad_when_duty_calls=WHEN DUTY CALLS
- ad_will_you_answer=WILL YOU ANSWER?
- ad_your_adventure_start_here=Your Adventure Starts Here
- Admin_Ask_Work=Have any work?
- Admin_Blackbox_Dropoff_Request=Drop off black box.
- Admin_Counter_Marker_01=Delivery Drop Off
- Admin_Deliver_Marker_01=Deliver
- Admin_Delivery_Dropoff_Request=Make a delivery.
- Admin_Delivery_Pickup_Request=Make a pickup.
- Admin_Goodbye=Goodbye.
- Admin_Help_Cargo=Sell some cargo.
- Admin_Pickup_Marker_01=Pickup
- Admin_Repair_Pickup_Request=Pick up a power core.
- Admin_Small_Talk=How's it going?
- airlock_CLOSE=CLOSE
- airlock_CYCLE=CYCLE
- airlock_CYCLING=CYCLING
- airlock_DEPRESSURIZED=DEPRESSURIZED
- airlock_LOCKED=LOCKED
- airlock_OPEN=OPEN
- airlock_PRESS=PRESS
- airlock_PRESSURIZED=PRESSURIZED
- ALB_HATS=DO NOT USE ------ (ALB) MALE HATS (add new hat items below here)
- ALEJO_BROTHERS_ITEMS=DO NOT USE ------ (ABL) ALEJO BROTHERS CLOTHING ITEMS -- MALE
- Alerts_BeingScanned=Remain Stationary, Scan In Progress
- annun_COOLFAIL=COOL FAIL
- annun_MISLWARN=MISL WARN
- annun_PROXWARN=PROX WARN
- annun_PWRHEAT=PWR HEAT
- annun_PWRLOW=PWR LOW
- annun_QTMFAIL=QTM FAIL
- annun_RDRLOCK=RDR LOCK
- annun_SHLDDOWN=SHLD DOWN
- annun_THRHEAT=THR HEAT
- annun_WPNHEAT=WPN HEAT
- ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
- ARMOR_ITEMS_TEMPORARY=DO NOT USE ------ TEMPORARY SECTION FOR ARMOR ITEMS
- assassin_danger_0001=If even half the rumors about them are true, you're going to want to take them out long before they see you coming.
- assassin_danger_0002=Apparently, this is supposed to be one of the more dangerous hitters in the sector. Do not make the mistake of underestimating them.
- assassin_danger_0003=Make sure to bring your full arsenal when you go hunting. Something tells me you might need it to take them down.
- assassin_danger_0004=Word of warning, no way someone like ~mission(TargetName|Last) is going down easy. You want to take them out? Do it hard and fast.
- assassin_danger_0005=While you should be careful, cause you never know - my guess is that ~mission(TargetName|Last) is gonna drop easy. Poor sod chooses to fly solo and hardly ever bothers with anything more than a few escorts.
- assassin_danger_0006=As for gearing up for this little job, you shouldn't need anything out of the ordinary. ~mission(TargetName|Last) prefers to fly alone. I mean, for a real special occasion they might travel with a friend or two, but I'd be surprised.
- assassin_danger_0007=Apparently, there's a good chance this scav's not gonna be traveling alone either. Seems that their little multicrew ship hardly ever flies without at least one or two friends along for the trip.
- assassin_danger_0008=Word is that the small multicrew ship ~mission(TargetName|Last) captains is being guarded by a few hired escorts. Can't say for sure if it's true, but good to be careful just in case.
- assassin_danger_0009=Rumor has it that ~mission(TargetName|Last) typically travels with a full escort so be ready to hit hard. Even if you do get lucky and catch them alone, you'll still have their ship to deal with and supposedly they captain a bit of a beast.
- assassin_danger_0010=Make sure to bring your full arsenal when you go hunting. Since ~mission(TargetName|Last) usually captains a bigger multicrew ship and springs the extra credits for escort, something tells me you might need the extra firepower.
- assassin_desc=~mission(Contractor|AssassinationDescription)
- assassin_desc_0001=Looking for someone who doesn't mind getting their hands dirty. Not talking guild work or anything, just someone who's good enough to aim and squeeze. Got some good creds available to see ~mission(TargetName) permanently gone. \n\nStart looking at ~mission(Location). ~mission(MultiPlayer)~mission(Contractor|AssassinationTimed) ~mission(Danger)
- assassin_desc_0002=Got a mess that needs cleaning up. Paying solid credits for it too. The mess goes by the name of ~mission(TargetName). ~mission(Danger) \n\nBuddy of mine saw them around ~mission(Location), but the rest is up to you. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
- assassin_desc_0003=There's a price on ~mission(TargetName)'s head. ~mission(MultiPlayer)Credits go to whoever bags the bastard first. ~mission(Contractor|AssassinationTimed) I'd recommend starting at ~mission(Location) but hey, don't let me tell you how to do your job. ~mission(Danger)
- assassin_desc_0004=Guess who just got themselves placed onto the 'no-breathe-list'? Some dragger named ~mission(TargetName). Yeah, I never heard of them either, but better them than us, right? \n\n~mission(Danger) ~mission(MultiPlayer)Word is they've been haunting ~mission(Location) lately, so you'll probably want to start there. ~mission(Contractor|AssassinationTimed)Good luck.
- assassin_desc_0005=I don't know what ~mission(TargetName) did, but they sure pissed off the wrong people. Credits go to whoever can give them a last lesson in manners straight through the head. ~mission(Danger) \n\nThere isn't much to go on, just some scattered sightings around ~mission(Location), so maybe start there. ~mission(Contractor|AssassinationTimed)~mission(MultiPlayer)One last thing, the client wants you to say '~mission(Phrase).' when the trigger's pulled. Don't ask. Just do it.
- assassin_desc_0006=~mission(TargetName) is breathing borrowed air. Time's come to punch their ticket for good. ~mission(Contractor|AssassinationTimed) I can give you ~mission(Location) but you have to provide your own transport and clean weapons. ~mission(Danger) ~mission(MultiPlayer)
- assassin_desc_0007=You know how they say the good die young? It's definitely true in this case. A hit's been put out on ~mission(TargetName), a local security thug that's hellbent on being a hero. ~mission(Contractor|AssassinationTimed) ~mission(Danger) ~mission(MultiPlayer)
- assassin_desc_0008=Why don't these security assholes ever learn to mind their own damn business? It's like they want to get murdered. Especially this one. Name's ~mission(TargetName). Been stirring up huge trouble lately, but you're gonna put a permanent end to that.\n\n~mission(Contractor|AssassinationTimed) ~mission(MultiPlayer) ~mission(Contractor|AssassinationDanger) Knowing these security types, don't be surprised if they call for back up.
- assassin_desc_0009=About time someone put ~mission(TargetName) in their place. This security hackjob's been taking bribes to look the other way, but the greedy little idiot decided to raise the rates. Big mistake! \n\nNow instead of those credits going to pay the smug bastard off, they're being used to pay you to murder their ass. That's some poetic justice right there. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
- assassin_desc_0010=This bounty hunter by the name of ~mission(TargetName) made the mistake of messing with the wrong crew. They're looking to even the score and are offering pretty decent creds to whoever does the deed. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
- assassin_desc_0011=I love it. This is one of those classic 'the hunter has become the hunted' scenarios you always see on the spec. \n\nA big bounty's been placed on the head of bounty hunter ~mission(TargetName). ~mission(Danger) It'll be interesting to see how they like it when they tables are turned. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
- assassin_desc_easy=~mission(Contractor|AssassinationEasyDescription)
- assassin_desc_first=Listen, I know you don't know me, but that's kinda the point of this little experiment. We're just two complete strangers helping each other out. \n\nHere's how this works - I give you a name. ~mission(TargetName), for example. Then I'll tell you a place: ~mission(Location). Now, if by some complete and utter coincidence, they wind up shot to death a little while later, a bunch of credits will mystically appear in your account. Long story short, ~mission(TargetName|NickOrFirst) has some bad luck, you have some good luck. Everybody's happy.\n\nOf course, there are plenty of other people eager for the help of a dependable stranger and if you do a good job here, I'll make sure they know you're the stranger to talk to.\n\nGood luck out there.
- assassin_desc_hard=~mission(Contractor|AssassinationHardDescription)
- assassin_desc_medium=~mission(Contractor|AssassinationMediumDescription)
- assassin_from=~mission(Contractor)
- assassin_from_first=< / CONTACT BLOCKED / >
- assassin_location_0001=the coordinates where they were last spotted
- assassin_location_0002=their last known location
- assassin_location_0003=where they like to hang out
- assassin_location_0004=one of the spots they're known to frequent
- assassin_multiplayer_0001=Probably worth it to mention you might run in to some competition out there since this isn't an exclusive contract.
- assassin_multiplayer_0002=This contract is non-exclusive. First-come, first-serve.
- assassin_multiplayer_0003=And just so you know, you most likely won't be the only one on the hunt since the ~mission(Client) made this an open contract.
- assassin_multiplayer_0004=You should expect there to be some stiff competition on this. A lot of people out there are eager to see this scum dead once and for all.
- assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
- assassin_obj_long_02=Eliminate ~mission(TargetName).
- assassin_obj_marker_01=~mission(TargetName)
- assassin_obj_marker_02=Target
- assassin_obj_short_01=Locate the Target
- assassin_obj_short_02=Eliminate the Target
- assassin_phrase_0001=The blue dancer says hello
- assassin_phrase_0002=Return to sender
- assassin_phrase_0003=Tio sends his regards
- assassin_phrase_0004=See you in hell
- assassin_phrase_0005=This is for Martha
- assassin_phrase_0006=Looks like your birthday came early this year
- assassin_phrase_0007=Surprise
- assassin_sync_desc=~mission(Contractor|AssassinSyncDescription)
- assassin_sync_from=~mission(Contractor|AssassinSyncFrom)
- assassin_sync_marker_01=~mission(TargetName)
- assassin_sync_marker_02=~mission(TargetName2)
- assassin_sync_marker_03=Eliminate
- assassin_sync_obj_display_01=Time Remaining: %ls
- assassin_sync_obj_long_01=Simultaneously eliminate ~mission(TargetName) and ~mission(TargetName2). As soon as one target is attacked you will have until time runs out to eliminate both targets.
- assassin_sync_obj_short_01=Eliminate All Targets
- assassin_sync_subobj_long_01a=Eliminate ~mission(TargetName).
- assassin_sync_subobj_long_01b=Eliminate ~mission(TargetName2).
- assassin_sync_title=~mission(Contractor|AssassinSyncTitle)
- assassin_timed_0001=You drag your feet on this, don't be surprised if they vanish.
- assassin_timed_0002=With a slippery bastard like this, you might only have a limited window of opportunity to hit them before they go to ground.
- assassin_timed_0003=Need this taken care of yesterday. Drop everything and get it done now.
- assassin_timed_0004=Urgent's an understatement on this one. Client's already comm'd me three times to ask if it's done yet.
- assassin_title=~mission(Contractor|AssassinationTitle)
- assassin_title_0001=Neutralize Threat
- assassin_title_0002=Cleaning House
- assassin_title_0003=Hunting Party
- assassin_title_0004=Wet Work
- assassin_title_0005=Eliminate a Problem
- assassin_title_0006=Funeral Arrangements
- assassin_title_0007=Special Delivery for ~mission(TargetName)
- assassin_title_0008=Eliminate ~mission(TargetName)
- assassin_title_easy=~mission(Contractor|AssassinationEasyTitle)
- assassin_title_first=Helpful Stranger
- assassin_title_hard=~mission(Contractor|AssassinationHardTitle)
- assassin_title_medium=~mission(Contractor|AssassinationMediumTitle)
- assassination_desc=~mission(Contractor|AssassinationDescription)
- assassination_from=~mission(Contractor|AssassinationFrom)
- assassination_obj_long_01=Search for ~mission(TargetName) at the coordinates provided.
- assassination_obj_long_02=Eliminate ~mission(TargetName).
- assassination_obj_marker_01=~mission(TargetName)
- assassination_obj_marker_01a=Target's Last Location
- assassination_obj_marker_02=Target
- assassination_obj_short_01=Locate Target
- assassination_obj_short_02=Eliminate Target
- assassination_title=~mission(Contractor|AssassinationTitle)
- asteroidfield_desc_Shared=A registered asteroid cluster. All rights reserved. Unless otherwise indicated, all mined materials found here are the property of the claim holder.
- ATC_Area18=Area18 Landing Services
- ATC_Automated=Automated Landing Services
- ATC_CryAstro=Cry-Astro Vehicle Services
- ATC_GrimHEX=Green Imperial Landing Services
- ATC_Levski=Levski Landing Control
- ATC_Lorville=Lorville Landing Services
- ATC_Lorville_Gate01=Lorville Gate 01
- ATC_Lorville_Gate02=Lorville Gate 02
- ATC_Lorville_Gate03=Lorville Gate 03
- ATC_Lorville_Gate04=Lorville Gate 04
- ATC_Lorville_Gate05=Lorville Gate 05
- ATC_Lorville_Gate06=Lorville Gate 06
- ATC_OutpostArcCorp=ArcCorp Outpost Landing Service
- ATC_OutpostGeneric=Outpost Landing Control
- ATC_OutpostRayari=Rayari Outpost Landing Service
- ATC_OutpostShubin=Shubin Outpost Landing Control
- ATC_OutpostTerraMills=Terra Mills Outpost Landing Control
- ATC_PlatinumBay=Platinum Bay Landing Services
- ATC_PortOlisar=Port Olisar Landing Services
- ATC_RandR=R&R Landing Services
- Bacchus=Bacchus System
- Bacchus_AsteroidBelt1=Bacchus Belt Alpha
- Bacchus_AsteroidBelt1_Desc=Heavily mined by generations of Banu, this asteroid belt has become a junkyard over time.
- Bacchus_Desc=Many in the UEE believe that Bacchus, a binary star system, contains the Banu's homeworld, though, to date, the Banu themselves have not been able to or have chosen not to confirm one way or another. Like with most Banu systems, the trade lanes are always packed with travellers from Banu, Human and Xi'an space. A large permanent flotilla in the system's outer reaches is a popular destination for haulers and traders.\n
- Bacchus_Flotilla=Bacchus Flotilla
- Bacchus_Flotilla_Desc=A large cluster of ships that has become a permanent floating marketplace. Conveniently located near a jump point, it attracts a wide variety of travelers and traders entering and leaving the system.
- Bacchus_JumpPoint_Garron=Bacchus - Garron Jump Point
- Bacchus_JumpPoint_Garron_Desc=This jump point connects Bachhus to the UEE controlled Garron system.
- Bacchus_JumpPoint_Geddon=Bacchus - Geddon Jump Point
- Bacchus_JumpPoint_Geddon_Desc=This jump point connects Bachhus to the Geddon system.
- Bacchus_Star1=Bacchus A
- Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
- Bacchus_Star2=Bacchus B
- Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
- Bacchus1=Bacchus I
- Bacchus1_Desc=A Super-Earth located close to the system's binary stars resulting in its rocky surface boiling away and the formation of an incredibly hot and smoggy atmosphere.
- Bacchus2=Bacchus II
- Bacchus2_Desc=An ocean planet dotted by many populated islands and archipelagos featuring a wide variety of climates and biodiversity. Though the Banu have so far not confirmed if Bacchus II is their home-world like some in the UEE theorize, it is known that the planet hosts the 'Gathering'; a special event where Banu congregate to make species-wide decisions.
- Bacchus3=Bacchus III
- Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
- BarMenu_beer_draft_01=Draft Beer 1
- BarMenu_beer_draft_02=Draft Beer 2
- BarMenu_beer_draft_03=Draft Beer 3
- BarMenu_beer_draft_04=Draft Beer 4
- BarMenu_beer_draft_05=Draft Beer 5
- BarMenu_beer_draft_06=Draft Beer 6
- BarMenu_Cognac=Cognac
- BarMenu_Gin=Gin
- BarMenu_Rum=Rum
- BarMenu_SubMenu_Beer=Beer
- BarMenu_SubMenu_Liquor=Liquor
- BarMenu_Tequila=Tequila
- BarMenu_Vodka=Vodka
- BarMenu_Whiskey=Whiskey
- Bartender_Convo_OrderBeer=Beer
- Bartender_Convo_OrderNothing=Nothing
- Bartender_Convo_OrderWhiskey=Whiskey
- Bartender_Greet=Hey, can I get a drink?
- basesweep_desc=~mission(Contractor|BaseSweepDescription)
- basesweep_from=~mission(Contractor|BaseSweepFrom)
- basesweep_obj_long_01=Clear the site of all hostiles.
- basesweep_obj_long_02=Go to ~mission(Location|Name).
- basesweep_obj_marker_01=Eliminate Hostiles
- basesweep_obj_short_01=Clear All Hostiles
- basesweep_obj_short_02=Go To ~mission(Location|Name)
- basesweep_obj_short_02a=Hostiles Remaining: ~mission(AI_Remaining)
- basesweep_obj_target=Target
- basesweep_title=~mission(Contractor|BaseSweepTitle)
- Battaglia_convo_followup_more_work=Got anything else for me?
- Battaglia_convo_shopping=Shopping.
- Battaglia_convo_visiting=Just visiting.
- Battaglia_convo_wanted_to_see_who_you_are=Just wanted to swing by and say hi.
- Battaglia_convo_will_come_back_later=Never mind, I'll come back later
- Battaglia_convo_work=Looking for work.
- BeaconDropoff_ObjectiveMarker=Beacon
- blacJac_bounty_desc_001=ATTN: Bounty Hunters\n\nGot a bounty that needs to be collected on ~mission(TargetName). \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGet out there, find the bastard, and lets make sure they can't cause any more trouble for ArcCorp.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacJac_bounty_desc_002=ATTN: Bounty Hunters\n\nSeems ~mission(TargetName) has been up to no good and got a nasty ol' bounty placed on their head. Think you can find them and collect? \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacJac_bounty_desc_003=ATTN: Bounty Hunters\n\nNew bounty just came in for one ~mission(TargetName). Need them located and apprehended.\n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGood luck with this one,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacJac_bounty_desc_intro=ATTN: Bounty Hunters\n\nAn individual know as ~mission(TargetName) has been causing trouble for the good people of ArcCorp. \n\nAll our regular staff is busy taking care of more serious issues, so BlacJac is looking to audition some new bounty talent.\n \nIf you're interested, go ahead and track down and apprehend ~mission(TargetName|Last). ~mission(Contractor|BountyTimed)~mission(Danger)\n\nPull this off and BlacJac will be very greatful.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacJac_bounty_title_001=Wanted by ArcCorp: ~mission(TargetName)
- blacJac_bounty_title_E=Wanted by ArcCorp: ~mission(TargetName) (CS2)
- blacJac_bounty_title_H=Wanted by ArcCorp: ~mission(TargetName) (CS4)
- blacJac_bounty_title_M=Wanted by ArcCorp: ~mission(TargetName) (CS3)
- blacJac_bounty_title_VE=Wanted by ArcCorp: ~mission(TargetName) (CS1)
- blacJac_bounty_title_VH=Wanted by ArcCorp: ~mission(TargetName) (CS5)
- blacjac_danger_001=Be prepared to meet heavy resistance on this one. If they get wind of what you're doing, they're not going to take it sitting down.
- blacjac_danger_002=Knowing this area and the kind of people we're dealing with, my gut says head in expecting a fight.
- blacjac_danger_003=You'll be kicking a bit of a hornet's nest on this one, so be ready for heavy resistance.
- blacjac_danger_004=This perp is a bit of lightweight. Only a few known associates and they typically fly solo crafts. Shouldn't be to hard to catch them.
- blacjac_danger_005=The files on ~mission(TargetName|Last) show that they typically captain a mid-sized multicrew vessel and have been known to employ extra muscle on jobs. Might want to approach with a bit of caution.
- blacjac_danger_006=Be sure that you're ready to face heavy resistance. ~mission(TargetName|Last) is known to captain larger ships and with their connections you can almost guarantee that they're not traveling alone.
- blacjac_destroyprobe_desc_0001=ATTN: Mercenaries with Demo Experience\n\nWe have a problem over at ~mission(Location). Apparently someone set up PDC Monitors to illegally skim data. \n\nYou are being tasked with locating the ~mission(Contractor|DestroyProbeAmount) and destroying them. \n\nThere are a few possible complications:\n- These things are designed to operate passively with as low of an EM sig as possible. Finding them might take some effort and thorough scanning. \n- Monitors like these often have automatic security protocols so that if they are attacked, they begin to transmit any stored dated. It's vital you destroy them before the upload can finish.\n- ~mission(Contractor|DestroyProbeTimed)\n- ~mission(Contractor|DestroyProbeDanger)\n\nI'm hopeful you'll be able to resolve the issue before any more data is stolen.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_destroyprobe_desc_0002=ATTN: Mercenaries with Demo Experience\n\nReceived a report that some enterprising criminal has been skimming data from ~mission(Location) using PDC Monitors. \n\nYou are being tasked to locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. I suspect it might take a bit of scanning to locate the monitors as they're designed to operate passively. Plus, as soon as you start attacking, their security countermeasures are going to kick in and attempt to upload their data-drives. You'll need to be fast enough to prevent the transfer. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks for taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_destroyprobe_desc_0003=ATTN: Mercenaries with Demo Experience\n\nI need a merc who can handle locating and destroying PDC monitors that have been illegally skimming data from ~mission(Location). This will take some doing as the ~mission(Contractor|DestroyProbeAmount) will be operating passively and difficult to find without performing a thorough scan of the area. Plus, you'll have to destroy the monitors before their emergency defense system uploads any more of the data they've stolen.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_destroyprobe_title_0001=Data Theft
- blacjac_destroystash_desc_001=ATTN: Verified Mercenary Operators\n\nWe're looking for experienced professionals to participate in a raid on a suspected narcotics stash known as ~mission(UGFDestination). We need to clear them out before they have a chance to move the product to another site.\n\nWe need you to secure and destroy any and all narcotics found at the stash using whatever means necessary, so go nuts. ~mission(Contractor|Danger)\n\nYou'll be paid out for however much of the contraband you personally destroy. Basically, feel free to engage with any lowlifes you come across, but that's not what you're getting paid for - BlacJac's focus for this op is the drugs. \n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_destroystash_desc_002=ATTN: Verified Mercenary Operators\n\nAn informant provided us with info on a narcotics stash known as ~mission(UGFDestination). We're organizing a raid to go in and destroy every last bit of contraband being stored there before they have a chance to move it.\n\nYou're tasked with destroying all narcotics found at the site using whatever means necessary... within reason. Basically, do what you can to keep most of the surrounding area intact. ~mission(Contractor|Danger)\n\nYou'll be paid based on how much of the drug stash you personally clear out. Getting this product off the streets is a huge win for BlacJac, and of course the people of ArcCorp.\n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_destroystash_desc_003=ATTN: Verified Mercenary Operators\n\nThe location of long suspected narcotics stash known as ~mission(UGFDestination) has finally been confirmed and we need to raid the site before they have a chance to migrate again. \n\nDestroy any and all drugs found at the site using whatever means you have. ~mission(Contractor|Danger)\n\nAnd remember, you'll be reimbursed based on how much of the narcotics you personally eliminate, not how many drug dealers you wipe out. Leadership's focus right now is the drugs, not the pushers because bodies are cheap. If we disrupt the supply chain enough, we can put the whole syndicate out of business. \n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_destroystash_title_001=Seize and Destroy Narcotics
- blacjac_from=BlacJac Security
- blacjac_hackprevent_desc_001=ATTN: Mercs Experienced in CompSec \n\nWe just got alerted of an illegal network infiltration attempt at ~mission(Location). We need you to rush over there and secure the system before they perpetrators are able to gain access.\n\nI would hate to think what damage they could do if not stopped in time.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_hackprevent_desc_002=ATTN: Mercs Experienced in CompSec \n\nThere's been an attempted data breach at ~mission(Location), but they haven't bypassed all the security protocols yet. If you hurry, there should be time to prevent them from gaining access to the system. \n\nRemember, don't get distracted by trying to chase down the cryptos, we can deal with them later. The important thing is not letting them into the network.\n\nAppreciate you taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_hackprevent_desc_003=ATTN: Mercs Experienced in CompSec \n\nThe data network at ~mission(Location) is under attack, but so far the system's security measures have managed to fend off the infiltration. They won't last forever, though. We need you onsite ASAP to physically halt the network intrusion before they can crack through. \n\nThink you can handle that?\n\nCounting on you,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_hackprevent_title_001=Data Breach In Progress
- blacjac_recoverspace_desc_0001=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe've managed to track down some stolen ~mission(Item) to cargo ship of one ~mission(TargetName). \n\nThis is another recovery op. Find ~mission(TargetName|Last) and retrieve the ~mission(Item) from them. ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\nOnce safely in your possession, you can drop the recovered stuff off at ~mission(Destination).\n\nThanks for your help on this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_recoverspace_desc_0002=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\n36 hours ago, a location under BlacJac's protection was hit. We've managed to apprehend the people responsible, but they sold off the stolen goods before we got to them. Thankfully, we've learned that a perp named ~mission(TargetName) is possession of the ~mission(Item). \n\nI would like you to recover the stolen property from ~mission(TargetName|Last) and deliver it to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nBest,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_recoverspace_desc_0003=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nAn investigation into a string of robberies has led us to a suspect by the name of ~mission(TargetName). We have every reason to believe that they may still have the ~mission(Item) they recently stole in their possession. \n\nIf we strike quickly enough, we should be able to catch them before they fence it to the black market. That's where you come in - track down ~mission(TargetName|Last), reclaim the stolen property and fly it back to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_recoverspace_desc_intro=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe just got word that a thief by the name of ~mission(TargetName) is flying around with their most recent score aboard their ship.\n\nNormally, we'd have someone arrest the bastard and be done with it, but right now the most important thing is that the stolen goods are recovered. \n\nIf this sounds like your kind of thing, you will be authorized to track down ~mission(TargetName|Last), secure the stolen ~mission(Item) however you can, and deliver it to ~mission(Destination). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
- blacjac_recoverspace_title_0001=Recover Stolen Items
- blacjac_timed_001=Make sure to pay attention to the clock. This contract has a strict deadline.
- blacjac_timed_002=I expect you to finish the job before the deadline. No exceptions.
- blacjac_timed_003=Note the contract's deadline. I expect you to wrap everything up beforehand.
- blackboxillegal_danger_0001=On a job like this, I wouldn't be surprised if you met some competition out there. Be ready.
- blackboxillegal_danger_0002=Keep your eye's open when you're out there. There could be some unfriendly types around.
- blackboxillegal_danger_0003=Might still be some trouble in the area, too. Make sure you stay sharp.
- blackboxillegal_danger_0004=Probably wouldn't hurt if you brought some extra protection along. Nothing for sure, but you might run into some company out there.
- blackboxillegal_desc=~mission(Description)
- blackboxillegal_desc_0001=A ~mission(Ship) got blasted and the word is that ~mission(Client) may have had something to do with it. They're shelling out some credits to have a cutter go to ~mission(Location), snag the ~mission(Item), and bring it to ~mission(Destination) to get wiped. ~mission(Timed)~mission(Danger)
- blackboxillegal_desc_0002=So here's the rub. Need someone to go to~mission(Location) and pull a ~mission(Item). ~mission(Client) is paying good credits to make this 'accident' disappear. All you gotta do is drop it off at ~mission(Destination) and get your money. Easy. ~mission(Timed)~mission(Danger)
- blackboxillegal_desc_0003=There's a ~mission(Ship) that went and got itself dead. Trouble is, the~mission(Item) recorded who did the deed. Now, ~mission(Client) need someone to go to ~mission(Location) and take the ~mission(Item) to ~mission(Destination). ~mission(Timed)~mission(Danger)
- blackboxillegal_desc_0004=People are starting to snoop around and try to figure out what happened to this ~mission(Ship). That's a problem for the ~mission(Client). They'd prefer it if the past stays buried. Which means they'd be super happy if someone were to grab the ~mission(Item), and take it to ~mission(Destination). The kind of happy that pays good credits. ~mission(Timed)~mission(Danger)
- blackboxillegal_desc_0005=Lookin' for a morally flexible type to go and pull a~mission(Item) from a ~mission(Ship) that got itself rumbled. We'll send ~mission(Location), so all you gotta do is go there, snag it and drop it off at ~mission(Destination). Easy. ~mission(Danger)~mission(Timed)
- blackboxillegal_desc_0006=We all do things we kinda regret, right? It seems that the ~mission(Client) went a little overboard and dropped a ~mission(Ship). Now, they want someone to go to ~mission(Location) and boost the ~mission(Item) before anyone finds it. Then, all you gotta do is take it to ~mission(Destination) and get paid. ~mission(Timed)~mission(Danger)
- blackboxillegal_desc_0007=a ~mission(Item) full of lies\nbetter for everyone if it dies\nit's at the wreck, waiting its turn \ntake it to ~mission(Destination) and let it burn\ncredits earned, favors made\n~mission(Client) will see you're paid
- blackboxillegal_from=~mission(Contractor)
- blackboxillegal_obj_long_01=Go to the ~mission(Location) to grab the ~mission(Item).
- blackboxillegal_obj_long_02=Grab the ~mission(Item) from the wreck.
- blackboxillegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
- blackboxillegal_obj_long_03a=Black Box
- blackboxillegal_obj_marker_01=Wreck Site
- blackboxillegal_obj_marker_03=Delivery Site
- blackboxillegal_obj_short_01=Go To Wreck Site
- blackboxillegal_obj_short_02=Grab the Black Box
- blackboxillegal_obj_short_03=Deliver the Black Box
- blackboxillegal_timed_0001=Word is that there are legal types closing in, so you gotta move quick.
- blackboxillegal_timed_0002=They're already starting to get some heat, so need you to move fast on this.
- blackboxillegal_timed_0003=Oh, and the sooner the better, okay?
- blackboxillegal_timed_0004=Gonna need this done on the quick, alright?
- blackboxillegal_title=~mission(Title)
- blackboxillegal_title_0001=Black Box Recovery
- blackboxillegal_title_0002=~mission(Item) snag
- blackboxillegal_title_0003=Erase a Problem
- blackboxillegal_title_0004=Bye Bye Black Box
- blackboxlegal_danger_0001=Whatever happened to the ~mission(Ship) might still be lurking in the area. Be careful.
- blackboxlegal_danger_0002=We don't know what or who caused this incident, so keep an eye out.
- blackboxlegal_danger_0003=You will be entering a known hazardous area, and are expected to keep your wits about you.
- blackboxlegal_danger_0004=Due to possible security concerns in the sector, caution during the retrieval process is advised.
- blackboxlegal_desc=~mission(Description)
- blackboxlegal_desc_0001=A ~mission(Ship) has gone missing. As the insurer, ~mission(Contractor) needs a contractor to check out ~mission(Location) and locate the ~mission(Item). ~mission(Timed)~mission(Danger)Once recovered, the ~mission(Item) will need to be returned to ~mission(Destination).
- blackboxlegal_desc_0002=~mission(Contractor) is seeking a contractor to locate a crashed ~mission(Ship) and retrieve its ~mission(Item). ~mission(Timed)You will need to go to ~mission(Location), extract the ~mission(Item) and deliver it to ~mission(Destination). ~mission(Danger)
- blackboxlegal_desc_0003=Looking to hire an independent operator to recover a ~mission(Item) from a ~mission(Ship). ~mission(Timed)You will need to locate ~mission(Location) and extract the ~mission(Item) from the vessel in question. ~mission(Contractor) will pay upon delivery to ~mission(Destination). ~mission(Danger)
- blackboxlegal_desc_0004=~mission(Contractor) is looking for an independent contractor to retrieve a ~mission(Item) from a ~mission(Ship). Insurer will provide location details for ~mission(Location). ~mission(Timed)Payment will be issued once the black box is delivered to ~mission(Destination). ~mission(Danger)
- blackboxlegal_desc_0005=CONTRACT OPPORTUNITY: Retrieve ~mission(Item)\nINSURER: ~mission(Contractor) \nADDITIONAL INSTRUCTIONS: Location of ~mission(Location) will be provided. ~mission(Timed)~mission(Danger)Client requires contractor to deliver to ~mission(Destination).
- blackboxlegal_desc_0006=An unfortunate incident has rendered a ~mission(Ship) inoperable. We at ~mission(Contractor) need the ~mission(Item) recovered from ~mission(Location) and delivered to ~mission(Destination) for processing. ~mission(Timed)~mission(Danger)Capable applicants only, please. Payment is comparable to similar contracts.
- blackboxlegal_from=~mission(Contractor)
- blackboxlegal_location_0001=the remains
- blackboxlegal_location_0002=the last point of contact
- blackboxlegal_location_0003=the ~mission(Ship)'s last known position
- blackboxlegal_location_0004=the debris
- blackboxlegal_location_0005=the wreckage
- blackboxlegal_location_0006=the wreck site
- blackboxlegal_location_0007=the ~mission(Ship)'s debris
- blackboxlegal_location_0008=the ~mission(Ship)'s remains
- blackboxlegal_obj_long_01=Go to the ~mission(Ship) wreck to recover the ~mission(Item).
- blackboxlegal_obj_long_02=Recover the ~mission(Item) from the wreckage.
- blackboxlegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
- blackboxlegal_obj_long_03a=Black Box
- blackboxlegal_obj_marker_01=Recovery Site
- blackboxlegal_obj_marker_03=Delivery Site
- blackboxlegal_obj_short_01=Go To Recovery Site
- blackboxlegal_obj_short_02=Recover the Black Box
- blackboxlegal_obj_short_03=Deliver the Black Box
- blackboxlegal_timed_0001=This was a very important client, and the company wants it handled quickly.
- blackboxlegal_timed_0002=Apparently, this is part of a larger investigation. ~mission(Contractor) need the flight data retrieved quickly.
- blackboxlegal_timed_0003=The client has paid for expedited service.
- blackboxlegal_timed_0004=~mission(Contractor) is eager to settle this matter as soon as possible and is requesting an expedited retrieval.
- blackboxlegal_title=~mission(Title)
- blackboxlegal_title_0001=Black Box Recovery
- blackboxlegal_title_0002=Recover ~mission(Item)
- blackboxlegal_title_0003=Retrieval Request (~mission(Item))
- blackboxlegal_title_0004=Retrieve Black Box
- boarders_890J_description=~mission(Contractor|Boarders890JDescription)
- boarders_890J_from=~mission(Contractor|Boarders890JFrom)
- boarders_890J_marker_02a=Hacking Terminal
- boarders_890J_obj_long_01=Travel to ~mission(Location) and locate the infiltrated 890 Jump.
- boarders_890J_obj_long_02=Clear all hostiles near and aboard the ship.
- boarders_890J_obj_marker_01=Boarded Vessel
- boarders_890J_obj_security1=Avoid inflicting friendly fire casualties to the Security Personnel.
- boarders_890J_obj_short_01=Travel to 890 Jump
- boarders_890J_obj_short_02=Clear All Hostiles: %ls
- boarders_890J_obj_short_security1=No Security Friendly Fire
- boarders_890J_subobj_long_02a=Access the outlaw's hacking terminals to stop them from decrypting the data cores and transmitting the data.
- boarders_890J_subobj_short_02a=Halt Data Transmission: %ls
- boarders_890J_subobj_short_02b=Halt Data Transmission
- boarders_890J_title=~mission(Contractor|Boarders890JTitle)
- Boarding_Gate__Access_Denied=Access Denied
- Boarding_Gate_Access_Granted=Access Granted
- Boarding_Gate_Automatic_door=Automatic Door
- Boarding_Gate_Caution=Caution
- Boarding_Gate_Check_ID=please check your ID
- Boarding_Gate_Confidential=Confidential
- Boarding_Gate_Press_ID=Press ID To Screen
- Boarding_Gate_Proceed=Proceed through gate
- Boarding_Gate_Thank=Thank you
- Boarding_Gate_Title=Gate Screen
- Boarding_Gate_Try_Again=Try Again
- Boarding_Gate_Wait=wait for confirmation screen
- Boarding_Gate_Welcome=Welcome
- BoardingGate_Verifying=Verifying
- bounty_danger_0001=This is a high-class hitter, so expect a fight.
- bounty_danger_0002=Suspect has a history of violence. Use caution when approaching.
- bounty_danger_0003=This bounty has been flagged ultra, so exercise extreme caution.
- bounty_danger_0004=This is a high-risk contract.
- bounty_desc=~mission(Contractor|BountyDescription)
- bounty_desc_0001=Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
- bounty_desc_0002=~mission(Contractor) is looking for an independent operator to find and neutralize ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
- bounty_desc_0003=WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
- bounty_desc_0004=FOR IMMEDIATE CIRCULATION: Bounty issued for ~mission(TargetName). Warning, the target has been flagged as extremely dangerous, so operators should exercise extreme caution when engaging. This bounty has been certified and bonded by ~mission(Contractor). ~mission(Timed)
- bounty_desc_0005=~mission(Contractor) has issued a bounty for ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
- bounty_desc_0006=Looks like someone's been getting a bit too rambunctious. Got a fresh bounty from ~mission(Contractor) to take down ~mission(TargetName). Feel free to pull out all the stops on this one. ~mission(Timed) ~mission(BountyDanger)
- bounty_desc_0007=Looking for an independent contractor to execute a bounty. Target's name is ~mission(TargetName). The bond is certified by ~mission(Contractor). ~mission(Timed) ~mission(BountyDanger)
- bounty_desc_Easy=~mission(Contractor|BountyEasyDescription)
- bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
- bounty_desc_first_Hurston=*DELETE THIS* In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
- bounty_desc_Hard=~mission(Contractor|BountyHardDescription)
- bounty_desc_Medium=~mission(Contractor|BountyMediumDescription)
- bounty_from=~mission(Contractor|BountyFrom)
- bounty_from_first=Crusader Security
- bounty_from_first_Hurston=*DELETE THIS* Hurston Dynamics
- bounty_location_0001=Client will provide target's last known location.
- bounty_location_0002=If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
- bounty_location_0003=Target was last seen at ~mission(Location).
- bounty_location_0004=All relevant location data will be provided upon acceptance of bounty.
- bounty_obj_long_01=Search for bounty’s current location. Targets hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
- bounty_obj_long_02=Find and neutralize ~mission(TargetName).
- bounty_obj_marker_01=~mission(TargetName)
- bounty_obj_marker_02=Neutralize
- bounty_obj_short_01=Locate Bounty
- bounty_obj_short_02=Neutralize the Bounty
- bounty_timed_0001=You will have a very specific window of opportunity. Take them down before they disappear again.
- bounty_timed_0002=Target will be aware of bounty, so you'll have to move fast.
- bounty_timed_0003=This contract comes with a timer clause.
- bounty_title=~mission(Contractor|BountyTitle)
- bounty_title_0001=Bounty Target
- bounty_title_0002=Wanted: ~mission(TargetName)
- bounty_title_0003=Bounty: ~mission(TargetName)
- bounty_title_0004=Bounty Issued: ~mission(TargetName)
- bounty_title_E=CS2 Bounty: ~mission(TargetName)
- bounty_title_Easy=~mission(Contractor|BountyEasyTitle)
- bounty_title_first=Bounty Collection Authorization Assessment
- bounty_title_H=CS4 Bounty: ~mission(TargetName)
- bounty_title_Hard=~mission(Contractor|BountyHardTitle)
- bounty_title_M=CS3 Bounty: ~mission(TargetName)
- bounty_title_Medium=~mission(Contractor|BountyMediumTitle)
- bounty_title_VE=CS1 Bounty: ~mission(TargetName)
- bounty_title_VH=CS5 Bounty: ~mission(TargetName)
- Cano=Cano System
- Cano_AsteroidBelt1=Cano Belt Alpha
- Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
- Cano_Desc=Cano is a four-planet UEE star system discovered in 2463. The largest population in the system is located on the the planet Carteyna (Cano II), an ocean world that geoengineers were attempting to terraform until developing life was discovered in the deep oceans. Since then, protective laws have been put into place and the current inhabitants are restricted to living in arcologies under the northern ice cap.
- Cano_JumpPoint_Davien=Cano - Davien Jump Point
- Cano_JumpPoint_Davien_Desc=This jump point connects Cano to the Davien system.
- Cano_JumpPoint_Pyro=Cano - Pyro Jump Point
- Cano_JumpPoint_Pyro_Desc=This jump point connects Cano to the unclaimed Pyro system.
- Cano_Star=Cano
- Cano_Star_Desc=A class-G main sequence star.
- Cano1=Cano I
- Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
- Cano2=Carteyna
- Cano2_Desc=For centuries, geoengineers had tried to terraform this ocean planet with little success due to the difficulty in converting its relatively thick atmosphere, however all attempts were halted when microscopic organism were discovered deep in the water and Carteyna was placed under protective restrictions. Seeking to guard the developing indigenous life form, planetary settlements are strictly regulated.
- Cano3=Cano III
- Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
- Cano4=Cano IV
- Cano4_Desc=A large gas giant comprised of multiple bands of reds and browns. Surveys indicate that the planet suffers from massive storms, some as large as a thousand kilometers in diameter.
- Castra=Castra System
- Castra_Desc=Zoned as a staging area for Naval bombers, Castra was a key military position along the Perry Line during the Xi'an/Human tensions of 2530-2789. Once the Akari Treaty was recognized by Imperator Toi, the UEE military largely demilitarized the system and opened it for public habitation. Castra experienced a boom in population thanks to the inexpensive real estate that opened up in the wake of the military's departure.\n
- Castra_JumpPoint_Hadrian=Castra - Hadrian Jump Point
- Castra_JumpPoint_Hadrian_Desc=This jump point connects Castra to the Hadrian system.
- Castra_JumpPoint_Nyx=Castra - Nyx Jump Point
- Castra_JumpPoint_Nyx_Desc=This jump point connects Castra to the unclaimed Nyx system.
- Castra_JumpPoint_Oso=Castra - Oso Jump Point
- Castra_JumpPoint_Oso_Desc=This jump point connects Castra to the Oso system which is protected by the Fair Chance Act.
- Castra_JumpPoint_Oya=Castra - Oya Jump Point
- Castra_JumpPoint_Oya_Desc=This jump point connects Castra to the Oya system.
- Castra_JumpPoint_Pyro=Castra - Pyro Jump Point
- Castra_JumpPoint_Pyro_Desc=This jump point connects Castra to the unclaimed Pyro system.
- Castra_Star=Castra
- Castra_Star_Desc=Castra
- Castra1=Castra I
- Castra1_Desc=Castra's first planet lacks an atmosphere or any raw materials worth large-scale mining. The UEE Navy stationed in the system used the dead world for bombing runs, earning the nickname 'Bullseye.'
- Castra2=Cascom
- Castra2_Desc=Originally settled as a forward military base and training facility, Castra II was cleared for civilian habitation after the collapse of the Messer Era.
- CBD_HATS=DO NOT USE ------ (CBD) MALE HATS (Add new lines for hats below here)
- CBD_ITEMS=DO NOT USE ------ (CBD) CBD -- MALE ITEMS
- CBD_JACKETS=DO NOT USE ------ (CBD) MALE JACKETS (Add new lines for jackets below here)
- CBD_SHIRTS=DO NOT USE ------ (CBD) MALE SHIRTS (Add new lines for shirts below here)
- cc_apostrophe=Apostrophe
- cc_backslash=Backslash
- cc_colon=Colon
- cc_comma=Comma
- cc_ConfirmMessage=A character will not be saved, to enter the universe the character must first be created.
- cc_equals=Equals
- cc_lbracket=Left Bracket
- cc_LeaveMessage=Changes will not be saved. Exit character customization?
- cc_minus=Minus
- cc_period=Period
- cc_rbracket=Right Bracket
- cc_RevertMessage=Are you sure you want to discard any changes and revert your character back to default settings?
- cc_SaveMessage=Are you sure you want to save these changes to your character?
- cc_semicolon=Semicolon
- cc_slash=Slash
- cc_underline=Underscore
- ccdemo19_desc=Helluva job on that last gig. So good that when I was talking to a client of mine who works for some corp and was looking for a solid team. I instantly thought of you.\n\nTheir company heard that microTech is developing a cutting edge compression algorithm that could potentially put them out of business, so needless to say, they're very motivated in getting their hands on it and they're willing to pay handsomely. \n\nThe problem is that the program is being developed in one of microTech's off-site research facilities. Traffic into the base is heavily regulated, so you will need to steal an ID to make them think you are one of the workers. Security will be heavy, but I trust you will have ways to evade them.\n\nOnce you steal the code, I will provide you with a location for the drop away from prying eyes.
- ccdemo19_from=Tecia "Twitch" Pacheco
- ccdemo19_obj_long_01=To gain access to the base, you will need to obtain a worker ID badge and uniform in order to blend in with the microTech employees
- ccdemo19_obj_long_02=Use fake microTech ID to gain access to the supply shuttle headed for the research facility.
- ccdemo19_obj_long_03=Access the secure server to make a copy of the program code.
- ccdemo19_obj_long_04=The weather has become too severe to continue on without proper equipment. Fortunately, there's a stash with some environmental wear down the mountain.
- ccdemo19_obj_long_05=Lose any security forces that may be following you.
- ccdemo19_obj_long_06=Deliver the code to Ruin Station.
- ccdemo19_obj_long_07=Get uniform.
- ccdemo19_obj_marker_01=Fake ID
- ccdemo19_obj_marker_02=Shuttle
- ccdemo19_obj_marker_03=Secure Server
- ccdemo19_obj_marker_04=Stash
- ccdemo19_obj_marker_05=Escape
- ccdemo19_obj_marker_06=Ruin Station
- ccdemo19_obj_short_01=Obtain Fake ID
- ccdemo19_obj_short_02=Board Shuttle
- ccdemo19_obj_short_03=Download Information
- ccdemo19_obj_short_04=Acquire Suit
- ccdemo19_obj_short_05=Escape Security
- ccdemo19_obj_short_06=Deliver to Ruin Station
- ccdemo19_obj_short_07=Obtain Uniform
- ccdemo19_title=A Little Job
- cdf_from=Civilian Defense Force
- cdf_openbounty_desc_001=The Civilian Defense Force needs you!\n\nEveryday, the Stanton system sees more and more innocent civilians mercilessly attacked and preyed upon by vicious outlaws and heartless criminals.\n\nNO MORE.\n\nNow is your chance to help bring about a positive change for yourself and all other Stanton travelers.\n\nUnder the authority of the UEE and the Militia Mobilization Initiative, the CDF is deputizing all combat minded individuals in good legal standing* to engage and neutralize any individuals or vehicles that they verify to have an active CrimeStat.\n\nIn exchange for these selfless contributions to the general populaces safety, the CDF will financially compensate** those who successfully bring these criminals to justice. \n\nThe higher the CrimeStat, the higher the reward -\n* CrimeStat 1: ~mission(RewardValue_Wanted1) UEC\n* CrimeStat 2: ~mission(RewardValue_Wanted2) UEC\n* CrimeStat 3: ~mission(RewardValue_Wanted3) UEC\n* CrimeStat 4: ~mission(RewardValue_Wanted4) UEC\n* CrimeStat 5: ~mission(RewardValue_Wanted5) UEC\n\nSign up today and do your part!\n\n\n\n\n* Be aware, acquiring a CrimeStat will revoke CDF membership and cancel any outstanding contracts.\n** Criminals neutralized as a term of an active contract (such as often is the case with security or bounty hunting work) are not eligible for CDF compensation.
- cdf_openbounty_title_001=A Call to Arms
- chat_channel_not_found=The channel is currently unavailable.
- chat_channel_rename_channel=Rename
- chat_close_fail_command=You cannot close this tab.
- chat_comm_request_accepted=Request Accepted
- chat_comm_request_declined=Request Denied
- chat_command_action_invite=invite
- chat_command_action_kick=kick
- chat_command_action_leave=leave
- chat_command_action_me=me
- chat_command_contact_add=addcontact
- chat_command_contact_add_error=Error.
- chat_command_contact_add_not_found=Player not found.
- chat_command_contact_add_success=Player added to the contact list.
- chat_command_contact_add_usage=Usage: /addcontact (playername)
- chat_command_contact_remove=removecontact
- chat_command_contact_remove_error=Error.
- chat_command_contact_remove_not_found=Player not found.
- chat_command_contact_remove_success=Player removed from the contact list.
- chat_command_contact_remove_usage=Usage: /removecontact (playername)
- chat_command_help=help
- chat_command_help_emote_list=Emote List
- chat_command_ignore_add=addignore
- chat_command_ignore_add_error=Error.
- chat_command_ignore_add_not_found=Player not found.
- chat_command_ignore_add_success=Player added to the ignore list.
- chat_command_ignore_add_usage=Usage: /addignore (playername)
- chat_command_ignore_remove=removeignore
- chat_command_ignore_remove_error=Error.
- chat_command_ignore_remove_not_found=Player not found.
- chat_command_ignore_remove_success=Player removed from the ignore list.
- chat_command_ignore_remove_usage=Usage: /removeignore (playername)
- chat_command_ignore_show=showignore
- chat_command_ignore_show_output=Ignored players:
- chat_command_lobby=lobby
- chat_command_local=local
- chat_command_org=%S
- chat_command_party=party
- chat_command_party_disband=partydisband
- chat_command_party_invite=partyinvite
- chat_command_party_invite_error=Error.
- chat_command_party_invite_not_found=Player not found.
- chat_command_party_invite_sent=Party Invite sent to
- chat_command_party_invite_usage=Usage: /partyinvite (playername)
- chat_command_party_launch=partylaunch
- chat_command_party_leave=partyleave
- chat_command_party_set_leader=partysetleader
- chat_command_private_message=msg
- chat_command_tell=tell
- chat_command_tell_error=Error.
- chat_command_tell_not_found=Player not found.
- chat_command_tell_usage=Usage: /tell (playername)
- chat_command_unknown_command=Unknown command
- chat_contact_search_bar=SEARCH CONTACTS
- chat_context_menu_channel_close_tab=Close Tab
- chat_context_menu_channel_hide_message_indicator=Hide Unread Message Indicator
- chat_context_menu_channel_leave_tab=Leave Channel
- chat_context_menu_contact_add=Add Contact
- chat_context_menu_contact_block=Block Contact
- chat_context_menu_contact_remove=Remove Contact
- chat_context_menu_contact_unblock=Unblock Contact
- chat_context_menu_member_invite=Invite to Channel
- chat_context_menu_member_kick=Kick
- chat_context_menu_member_suggest_invite=Suggest Channel Invite
- chat_conversation_contextual_channel_title=Channel Members
- chat_conversation_contextual_invite_title=Contacts
- chat_conversation_non_owner_invite_button=Suggest Invitation
- chat_conversation_owner_invite_button=Invite
- chat_conversation_owner_kick_button=Remove from Channel
- chat_create_conversation_tab_tooltip=Create Conversation
- chat_create_filtered_tab_tooltip=Create Filtered
- chat_cycle_visor_channels=Press [TAB] to cycle input through available channels.
- chat_default_conversation_channel_name=
- chat_default_filtered_channel_name=DEFAULT
- chat_emote_acknowledge=acknowledge
- chat_emote_acknowledge_text=You nod.
- chat_emote_acknowledge_text_viewer=[PH] Hey, what's up?
- chat_emote_acknowledge1=acknowledge1
- chat_emote_acknowledge2=acknowledge2
- chat_emote_acknowledge3=acknowledge3
- chat_emote_agree=agree
- chat_emote_agree_text=You agree.
- chat_emote_agree1=agree1
- chat_emote_agree2=agree2
- chat_emote_agree3=agree3
- chat_emote_angry=angry
- chat_emote_angry_text=You've had enough.
- chat_emote_angry1=angry1
- chat_emote_angry2=angry2
- chat_emote_angry3=angry3
- chat_emote_asl_angry=asl_angry
- chat_emote_asl_angry_text=I'm so angry!
- chat_emote_asl_angry1=asl_angry1
- chat_emote_asl_blah=asl_blah
- chat_emote_asl_blah_text=Blah, blah, blah.
- chat_emote_asl_blah_text2=Blah, blah, blah.
- chat_emote_asl_blah1=asl_blah1
- chat_emote_asl_blah2=asl_blah2
- chat_emote_asl_bored=asl_bored
- chat_emote_asl_bored_text=I'm bored.
- chat_emote_asl_bored1=asl_bored1
- chat_emote_asl_bullshit=asl_bullshit
- chat_emote_asl_bullshit_text=Bullshit!
- chat_emote_asl_bullshit1=asl_bullshit1
- chat_emote_asl_canthear=asl_canthear
- chat_emote_asl_canthear_text=I can't hear you.
- chat_emote_asl_canthear1=asl_canthear1
- chat_emote_asl_exhausted=asl_exhausted
- chat_emote_asl_exhausted_text=I'm so exhausted.
- chat_emote_asl_exhausted1=asl_exhausted1
- chat_emote_asl_goodbye=asl_goodbye
- chat_emote_asl_goodbye_text=Goodbye!
- chat_emote_asl_goodbye1=asl_goodbye1
- chat_emote_asl_hello=asl_hello
- chat_emote_asl_hello_text=Hello.
- chat_emote_asl_hello1=asl_hello1
- chat_emote_asl_loveyou=asl_loveyou
- chat_emote_asl_loveyou_text=I love you.
- chat_emote_asl_loveyou1=asl_loveyou1
- chat_emote_asl_meetyou=asl_meetyou
- chat_emote_asl_meetyou_text=Nice to meet you.
- chat_emote_asl_meetyou1=asl_meetyou1
- chat_emote_asl_no=asl_no
- chat_emote_asl_no_text=No.
- chat_emote_asl_no_text2=NO!
- chat_emote_asl_no1=asl_no1
- chat_emote_asl_no2=asl_no2
- chat_emote_asl_sad=asl_sad
- chat_emote_asl_sad_text=I'm sad.
- chat_emote_asl_sad1=asl_sad1
- chat_emote_asl_sit_down=asl_sitdown
- chat_emote_asl_sit_down_text=Have a seat.
- chat_emote_asl_sit_down_text2=Sit down right now!
- chat_emote_asl_sit_down1=asl_sitdown1
- chat_emote_asl_sit_down2=asl_sitdown2
- chat_emote_asl_thanks=asl_thanks
- chat_emote_asl_thanks_text=Thank you!
- chat_emote_asl_thanks_text2=Thanks.
- chat_emote_asl_thanks1=asl_thanks1
- chat_emote_asl_thanks2=asl_thanks2
- chat_emote_asl_upset=asl_upset
- chat_emote_asl_upset_text=I'm so upset that I lost!
- chat_emote_asl_upset1=asl_upset1
- chat_emote_asl_yes=asl_yes
- chat_emote_asl_yes_text=Yes.
- chat_emote_asl_yes_text2=Yes, please.
- chat_emote_asl_yes1=asl_yes1
- chat_emote_asl_yes2=asl_yes2
- chat_emote_atease=atease
- chat_emote_atease_text=You settle in place.
- chat_emote_atease1=atease1
- chat_emote_atease2=atease2
- chat_emote_atease3=atease3
- chat_emote_attention=attention
- chat_emote_attention_text=Officer on deck!
- chat_emote_attention1=attention1
- chat_emote_blah=blah
- chat_emote_blah_text=You know exactly where this is heading.
- chat_emote_blah1=blah1
- chat_emote_blah2=blah2
- chat_emote_blah3=blah3
- chat_emote_bored=bored
- chat_emote_bored_text=You're bored.
- chat_emote_bored1=bored1
- chat_emote_bored2=bored2
- chat_emote_bow=bow
- chat_emote_bow_text=You bow deeply.
- chat_emote_bow1=bow1
- chat_emote_bow2=bow2
- chat_emote_bow3=bow3
- chat_emote_bow4=bow4
- chat_emote_bow5=bow5
- chat_emote_bow6=bow6
- chat_emote_burp=burp
- chat_emote_burp_text=You burp.
- chat_emote_burp1=burp1
- chat_emote_cheer=cheer
- chat_emote_cheer_text=You are very excited.
- chat_emote_cheer1=cheer1
- chat_emote_cheer2=cheer2
- chat_emote_cheer3=cheer3
- chat_emote_cheer4=cheer4
- chat_emote_cheer5=cheer5
- chat_emote_cheer6=cheer6
- chat_emote_cheer7=cheer7
- chat_emote_cheer8=cheer8
- chat_emote_chicken=chicken
- chat_emote_chicken_text=You cluck like a chicken.
- chat_emote_chicken1=chicken1
- chat_emote_clap=clap
- chat_emote_clap_text=You clap.
- chat_emote_clap1=clap1
- chat_emote_clap2=clap2
- chat_emote_clap3=clap3
- chat_emote_clap4=clap4
- chat_emote_clap5=clap5
- chat_emote_clap6=clap6
- chat_emote_clap7=clap7
- chat_emote_come=come
- chat_emote_come_text=You wave them over.
- chat_emote_come1=come1
- chat_emote_come2=come2
- chat_emote_come3=come3
- chat_emote_come4=come4
- chat_emote_comm=comm
- chat_emote_comm_text=Your comms are down.
- chat_emote_comm1=comm1
- chat_emote_cry=cry
- chat_emote_cry_text=You break down in tears.
- chat_emote_cry1=cry1
- chat_emote_cs_forward=forward
- chat_emote_cs_forward_text=Move up.
- chat_emote_cs_left=left
- chat_emote_cs_left_text=Go left.
- chat_emote_cs_no=no
- chat_emote_cs_no_text=No.
- chat_emote_cs_right=right
- chat_emote_cs_right_text=Go right.
- chat_emote_cs_stop=stop
- chat_emote_cs_stop_text=Stop.
- chat_emote_cs_stoptest=stoptest
- chat_emote_cs_yes=yes
- chat_emote_cs_yes_text=Yes.
- chat_emote_dance=dance
- chat_emote_dance_text=You feel the music.
- chat_emote_dance1=dance1
- chat_emote_dance2=dance2
- chat_emote_dance3=dance3
- chat_emote_dance4=dance4
- chat_emote_dance5=dance5
- chat_emote_dance6=dance6
- chat_emote_dance7=dance7
- chat_emote_dance8=dance8
- chat_emote_direct=direct
- chat_emote_direct_text=<span style="background-color: rgb(255, 204, 51);">[PH] Hey, come over here!</span>
- chat_emote_direct1=direct1
- chat_emote_direct2=direct2
- chat_emote_direct3=direct3
- chat_emote_disagree=disagree
- chat_emote_disagree_text=You disagree.
- chat_emote_disagree1=disagree1
- chat_emote_disagree2=disagree2
- chat_emote_disagree3=disagree3
- chat_emote_disappoint=facepalm
- chat_emote_disappoint_text=You are disappointed.
- chat_emote_disappoint1=facepalm1
- chat_emote_disappoint2=facepalm2
- chat_emote_disappoint3=facepalm3
- chat_emote_disbelief=disbelief
- chat_emote_disbelief_text=You can't believe it.
- chat_emote_disbelief1=disbelief1
- chat_emote_disbelief2=disbelief2
- chat_emote_disbelief3=disbelief3
- chat_emote_exercise=shadowbox
- chat_emote_exercise_text=You show off your moves.
- chat_emote_exercise1=shadowbox1
- chat_emote_exercise2=shadowbox2
- chat_emote_failure=failure
- chat_emote_failure_text=You lose your temper.
- chat_emote_failure1=failure1
- chat_emote_failure2=failure2
- chat_emote_failure3=failure3
- chat_emote_flex=flex
- chat_emote_flex_text=You show off your physique.
- chat_emote_flex1=flex1
- chat_emote_flex2=flex2
- chat_emote_flex3=flex3
- chat_emote_flirt=flirt
- chat_emote_flirt_text=You blow a kiss.
- chat_emote_flirt1=flirt1
- chat_emote_friendly=friendly
- chat_emote_friendly_text=<span style="background-color: rgb(255, 204, 51);">[PH] Don't you look sexy...</span>
- chat_emote_friendly1=friendly1
- chat_emote_friendly2=friendly2
- chat_emote_friendly3=friendly3
- chat_emote_gasp=gasp
- chat_emote_gasp_text=You stare in disbelief.
- chat_emote_gasp1=gasp1
- chat_emote_gasp2=gasp2
- chat_emote_gasp3=gasp3
- chat_emote_gasp4=gasp4
- chat_emote_gasp5=gasp5
- chat_emote_gloat=gloat
- chat_emote_gloat_text=You soak in the attention.
- chat_emote_gloat1=gloat1
- chat_emote_gloat2=gloat2
- chat_emote_gloat3=gloat3
- chat_emote_gloat4=gloat4
- chat_emote_greet=greet
- chat_emote_greet_text=You greet everyone.
- chat_emote_greet1=greet1
- chat_emote_greet2=greet2
- chat_emote_impatient=impatient
- chat_emote_impatient_text=You're getting impatient.
- chat_emote_impatient1=impatient1
- chat_emote_impatient2=impatient2
- chat_emote_impatient3=impatient3
- chat_emote_indifferent=indifferent
- chat_emote_indifferent_text=You don't really care.
- chat_emote_indifferent1=indifferent1
- chat_emote_indifferent2=indifferent2
- chat_emote_indifferent3=indifferent3
- chat_emote_laugh=laugh
- chat_emote_laugh_text=You think it's hysterical.
- chat_emote_laugh1=laugh1
- chat_emote_laugh2=laugh2
- chat_emote_laugh3=laugh3
- chat_emote_launch=launch
- chat_emote_launch_text=You confirm the launch.
- chat_emote_money=payme
- chat_emote_money_text=You demand payment.
- chat_emote_money1=payme1
- chat_emote_money2=payme2
- chat_emote_playful=quickdraw
- chat_emote_playful_text=You show your dueling skills.
- chat_emote_playful1=quickdraw1
- chat_emote_playful2=quickdraw2
- chat_emote_point=point
- chat_emote_point_text=You point something out.
- chat_emote_point1=point1
- chat_emote_point2=point2
- chat_emote_point3=point3
- chat_emote_point4=point4
- chat_emote_react=shieldeyes
- chat_emote_react_text=You shield your eyes.
- chat_emote_react1=shieldeyes1
- chat_emote_ready=ready
- chat_emote_ready_text=Ready for takeoff.
- chat_emote_relief=phew
- chat_emote_relief_text=You are relieved.
- chat_emote_relief1=phew1
- chat_emote_rude=rude
- chat_emote_rude_text=You aren't making friends.
- chat_emote_rude1=rude1
- chat_emote_rude2=rude2
- chat_emote_rude3=rude3
- chat_emote_rude4=rude4
- chat_emote_rude5=rude5
- chat_emote_rude6=rude6
- chat_emote_salute=salute
- chat_emote_salute_text=You salute.
- chat_emote_salute1=salute1
- chat_emote_salute2=salute2
- chat_emote_salute3=salute3
- chat_emote_salute4=salute4
- chat_emote_sit=sit
- chat_emote_sit_text=You sit down.
- chat_emote_sit1=sit1
- chat_emote_sit2=sit2
- chat_emote_sleep=sleep
- chat_emote_sleep_text=You settle in and get comfortable.
- chat_emote_sleep1=sleep1
- chat_emote_smell=smell
- chat_emote_smell_text=You smell something foul in the air.
- chat_emote_smell1=smell1
- chat_emote_smell2=smell2
- chat_emote_smell3=smell3
- chat_emote_suicide=suicide
- chat_emote_suicide_text=You've given up all hope.
- chat_emote_suicide1=suicide1
- chat_emote_surrender=surrender
- chat_emote_surrender_text=You surrender.
- chat_emote_surrender1=surrender1
- chat_emote_surrender2=surrender2
- chat_emote_surrender3=surrender3
- chat_emote_surrender4=surrender4
- chat_emote_taunt=taunt
- chat_emote_taunt_text=You dare them to attack.
- chat_emote_taunt1=taunt1
- chat_emote_taunt2=taunt2
- chat_emote_taunt3=taunt3
- chat_emote_threaten=threaten
- chat_emote_threaten_text=You're ready to throw down.
- chat_emote_threaten1=threaten1
- chat_emote_threaten2=threaten2
- chat_emote_threaten3=threaten3
- chat_emote_wait=wait
- chat_emote_wait_text=You wait patiently.
- chat_emote_wait1=wait1
- chat_emote_wait2=wait2
- chat_emote_wave=wave
- chat_emote_wave_text=You wave.
- chat_emote_wave1=wave1
- chat_emote_wave2=wave2
- chat_emote_whistle=whistle
- chat_emote_whistle_text=You whistle a tune.
- chat_emote_whistle1=whistle1
- chat_emote_whistle2=whistle2
- chat_filter_display_combat_info=Combat info
- chat_filter_display_emotes=Emotes
- chat_filter_display_game_messages=Game messages
- chat_filter_display_local=/Local
- chat_filter_display_looking_for_group=Looking for Group
- chat_filter_display_msg=/Msg
- chat_filter_display_npcs=NPCs
- chat_filter_display_org=/ORG
- chat_filter_display_party=/Party
- chat_global_server=Global Chat
- chat_handle_not_found=%S does not exist.
- chat_handle_not_in_convo=You are not in this conversation anymore.
- chat_help_btn_tooltip=Help
- chat_incoming_declined=%S declined the conversation invite.
- chat_incoming_invite=** %S has invited you to a private conversation. %ls %ls
- chat_incoming_invite_accepted=%S have accept the conversation invite.
- chat_incoming_invite_declined=%S have decline the conversation invite.
- chat_incoming_invite_notification=%S has been invite to the conversation.
- chat_incoming_invite_token_accept=ACCEPT
- chat_incoming_invite_token_decline=DECLINE
- chat_incoming_joined=%S joined the conversation.
- chat_incoming_kick=%S has been kicked by %S.
- chat_incoming_leave=%S left the conversation.
- chat_info_slash_commands=EMOTES:\n/agree, /angry(1-3), /atease, /attention, /blah(1-2), /bored(1-2), /bow(1-6), /burp, /cheer(1-8), /chicken, /clap(1-7), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3),/salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)\n::Example: /clap5\nCHAT COMMANDS:\n/partyinvite (PlayerName)<player's name="">, /partyleave, /addignore (PlayerName)<player's name="">, /removeignore (PlayerName)<player's name="">, /showignore, /tell (PlayerName) (Message)\n::Example: /tell JohnSmith Hello, this is a private message.\n</player's></player's></player's>
- chat_label_commands=Commands
- chat_main_channel_name=MAIN
- chat_member_search_bar=SEARCH CHANNEL MEMBERS
- chat_message=%S
- chat_notification_btn_tooltip=Pending Invitations
- chat_option_btn_tooltip=Settings
- chat_option_display_unread_notification=Unread Messages Indicator
- chat_private_comm_list_empty=No Private Comm Request At The Moment
- chat_self_kick=You have been kicked from %ls by %S.
- chat_send=SEND
- chat_sender_handle=%S
- chat_settings_title=Settings
- chat_settings_title_filtered=Filtered Tab Settings
- chat_settings_title_general=Chat Settings
- chat_tab_new_convo_name=New Tab
- chat_unknown_command=The command (%S) is unknown.
- chat_unread_message_indicator=Display Unread Notification
- chat_user_from=From %S
- chat_user_offline=%S is offline.
- chat_user_to=To %S
- chat_yourself=You
- CitCon17_Lorville_QT=Lorville Gateway
- CitCon17_Lorville_QT_Desc=WIP
- citizencon16_homestead_stormwarning_constellation=ATMOSPHERIC CONDITIONS: UNSAFE
- CITY_LIGHTS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- MALE<font color="#660099"><i><b>\n</b></i></font>
- CITY_LIMITS_ITEMS=DO NOT USE ------ (CTL) CITY LIGHTS CLOTHING ITEMS -- FEMALE
- claimsweep_desc=~mission(Contractor|ClaimSweepDescription)
- claimsweep_from=~mission(Contractor|ClaimSweepFrom)
- claimsweep_obj_display_002=Sentries Destroyed: %ls
- claimsweep_obj_long_001=Go to ~mission(Location) and search the site.
- claimsweep_obj_long_002=Locate and destroy orbital sentries protecting ~mission(Location).
- claimsweep_obj_marker_001=~mission(Location)
- claimsweep_obj_marker_002=Orbital Sentry
- claimsweep_obj_marker_002a=Search Area
- claimsweep_obj_short_001=Go To ~mission(Location)
- claimsweep_obj_short_002=Locate & Destroy Sentries
- claimsweep_title=~mission(Contractor|ClaimSweepTitle)
- Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=Unable to open to safe door please send code
- Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=-FAILED TO SEND MESSAGE-\nThe code to open the safe is 459256
- Clovis_Safe_WIP_Journal_Title_Clue_01=Unable to Open Safe
- Clovis_Safe_WIP_Journal_Title_Clue_02=RE: Unable to Open Safe
- Clovis_Safe_WIP_Mission_Title_Text=Investigate Safe
- Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
- Clovis_Safe_WIP_Objective_001a_Text_Short=Find Safe
- Clovis_Safe_WIP_Objective_002_Text_Short=Return Safe
- Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
- Clovis_Safe_WIP_Objective_003_Text_Short=Investigate Clues
- Clovis_Safe_WIP_Objective_003a_Text_Long=Find the second datapad for the safe's code
- Clovis_Safe_WIP_Objective_003a_Text_Short=Find the next datapad
- Clovis_Safe_WIP_Objective_004_Text_Long=Return to the safe and unlock the chest
- Clovis_Safe_WIP_Objective_004_Text_Short=Return to safe
- Clovis_Safe_WIP_Objective_005_Text_Long=Return the mission item to the admin
- Clovis_Safe_WIP_Objective_005_Text_Short=Return Mission Item
- Clovis_Safe_WIP_Objective-001_Text_Long=Go to the location of the missing safe
- Clovis_Safe_WIP_Objective-001a_Text_Long=Find and collect the safe
- Clovis_Safe_WIP_Objective-002_Text_Long=Return the safe to the admin
- Color_References=DO NOT USE ------ Adding Color Refs. (Although should probably be in Separate Category by itself so it can be reused.)
- combatassist_desc=ATTENTION: An ECN relay in your sector has received an emergency signal broadcast from a ship in distress. Any available ships in the area capable of rendering assistance are requested to do so immediately.
- combatassist_from=Emergency Communication Network
- combatassist_obj_long_01=Travel to the emergency distress beacon and provide assistance.
- combatassist_obj_long_02=Protect civilian from hostiles.
- combatassist_obj_marker_01=ECN Alert
- combatassist_obj_marker_02=Protect
- combatassist_obj_short_01=Respond To ECN Alert
- combatassist_obj_short_02=Protect Civilian
- combatassist_obj_short_02a=Distress Beacon
- combatassist_title=ECN ALERT: Assistance Needed
- comm_ActivatingArray=Activating Array
- comm_ActivationBroadcast=Beginning ECN Broadcast
- comm_ActivationConnecting=Connecting Array to Hub
- comm_ActivationStatus=:: Activation Status ::
- comm_ActivationUplink=Establishing Uplink
- comm_array_array_window_title=Aciedo Comm Array
- comm_Array_ConnectionOffline=Uplink Offline
- comm_Array_ConnectionOnline=Uplink Online
- comm_Array_Deactivate=Disconnect Uplink
- comm_array_DeactivateConfirmation_001=Disconnecting the Uplink will disrupt communication
- comm_array_DeactivateConfirmation_002=and ECN services in the area.
- comm_array_DeactivateConfirmation_No=Cancel
- comm_array_DeactivateConfirmation_title=Warning:
- comm_array_DeactivateConfirmation_Yes=Proceed
- comm_Array_Loading=Authenticating Passkey...
- comm_Array_Login=Passkey Authorization
- comm_Array_LoginFailed=No Authorized Passkey Detected
- comm_Array_LoginSuccessful=Welcome Authorized Technician
- comm_Array_Logout=Logout
- comm_array_Reconnect=Reconnect Uplink
- comm_array_ReconnectingUplink=Reconnecting...
- comm_array_ReconnectSuccess=Uplink successfully reconnected. Services have been restored.
- comm_array_Status=Current Status:
- comm_array_status_window_title=Current Diagnostic Data
- comm_array_Title=Maintenance Control Panel
- comm_Array_Transition=Checking Comm Array Status...
- comm_array_uplink_offline=Network Uplink Offline
- comm_array_uplink_online=Network Uplink Online
- comm_ArrayDeactivated=Array Deactivated
- comm_ArrayNowOnline=Comm Array Is Now Online
- comm_ArrayOnline=Comm Array Online
- comm_ArrayStatus=:: Comm Array Status ::
- comm_BtnActivate=Activate Array
- comm_BtnCalibrate=Calibrate Array
- comm_BtnDeactivate=Deactivate Array
- comm_BtnDiagnostics=Diagnostics Report
- comm_BtnLogIn=- Log In -
- comm_BtnLogOff=Log Off
- comm_BtnSecurity=Security Protocols
- comm_BypassingPasskey=Bypassing Passkey
- comm_channel_Global=Open Comm Channel: Global
- comm_DeactivatingArray=Deactivating Array
- comm_DeactivationComplete=Deactivation Complete
- comm_DeactivationStatus=:: Deactivation Status ::
- comm_HackedBroadcast=eCN Br04Dk4Zt
- comm_HackedConnection=4RR4Y ]-[Ub c0nnekT|()]\[
- comm_HackedPower=4RR4Y P()w3r LEVe1
- comm_HackedStatus=:: Upl|nc ZT47us ::
- comm_HackProgress=H4cC Ign pr()gR3Ss
- comm_LabelBroadcast=ECN Broadcast
- comm_LabelConnection=Array Hub Connection
- comm_LabelDisconnecting=Disconnecting Array From Hub
- comm_LabelPower=Array Power Level
- comm_LabelPoweringDown=Powering Down Array
- comm_LabelTerminating=Terminating ECN Broadcast
- comm_MaintenanceTerminal=Maintenance Terminal
- comm_NoPasskey=No Passkey Detected
- comm_PasskeyAccepted=Passkey Accepted
- comm_PasskeyAccess=/// Authorized Passkey Access Only ///
- comm_PasskeyBypassed=Passkey Bypassed
- comm_PasskeyRequired=An authorized Passkey is required to access this terminal
- comm_UplinkHack=>\ vp11nk h4ck \<
- comm_UplinkHacked=//\ uplYNC ]-[4ck \\/
- comm_UplinkOffline=UPLINK OFFLINE
- comm_UplinkOnline=UPLINK ONLINE
- comm_UplinkStatus=:: Uplink Status ::
- comm_WelcomeTechnician=Welcome Aciedo Technician!
- CommArray_Activate=Activate
- CommArray_Deactivate=Deactivate
- CommArray_desc_001=Wip prevent the hack at ~mission(Location)
- CommArray_Hack=Hack
- commarray_hack_danger_0001=I wouldn't be surprised if some trouble showed up when all is said and done.
- commarray_hack_danger_0002=There are regular patrols of the area, so be ready just in case some unwanted visitors show up.
- commarray_hack_danger_0003=I'm not expecting touble, but knowing what security is like in that sector, it's not out of the question.
- commarray_hack_danger_0004=If I'm being honest, these ~mission(Client) had one of their own try to handle the array, and they got taken out. Just don't let the same thing happen to you. Go in prepared, you should come out fine.
- commarray_hack_desc=~mission(Description)
- commarray_hack_desc_0001=A couple of ~mission(Client) are working on a big score and they need ~mission(MissionLocation|Address) shut down to make sure they get some privacy. Once it's offline, we'll need you to hang out there to make sure the commlink stays down long enough. ~mission(Danger)\n\nAnd DON'T forget, you'll need a CRYPTOKEY to access the array's controls. \nBring your own if you want, but you can head to ~mission(Location) and grab one there.\nHate for you to head all the way out to the array and not be able to do the damn job.
- commarray_hack_desc_0002=~mission(MissionLocation|Address) being online's going to be a problem for some ~mission(Client) working the area. \nShut it down, keep it offline 'til the job's complete, and we'll make it worth your while. ~mission(Danger)\n\nOf course, you won't be able to access the array's controls unless you have a CRYPTOKEY with you. \nWe arranged for one to be waiting for you at ~mission(Location) if you don't already have one.
- commarray_hack_desc_0003=I don't want to get too specific, but let's just say it would be better for everyone if someone could make sure that ~mission(MissionLocation|Address) was taken out of commission and that it stayed that way for a while. ~mission(Danger)\n\nAnd I shouldn't have to mention this, but for the love of everything, bring a CRYPTOKEY with you. Last thing we need is you showing up unprepared. \nActually, you know what, if you don't already have one, there's a cryptokey at ~mission(Location) that you can use.
- commarray_hack_desc_0004=Certain ~mission(Client) have a job in the works, but they can't do it as long as the ~mission(MissionLocation|Address) is still online. Need a systems-grok to disable the comm uplink, and stay onsite long enough to make sure there aren't any issues. ~mission(Danger) Credits on completion. No up-front. \n\n---> REMINDER: Bring a CRYPTOKEY with you to hack the array's controls. Either grab one from ~mission(Location) or bring your own.
- commarray_hack_desc_0005=Here's the breakdown - ~mission(MissionLocation|Address) needs to be taken offline, and ~mission(Client) are looking to hire a hacker to do it and guarantee the uplink's down for as long as needed. ~mission(Danger)That's about all you need to know.\n\n*** P.S. You'll need a CRYPTOKEY to access the control panel. We arranged one to be waiting for you at ~mission(Location), but if you prefer to use your own, that's fine too.
- commarray_hack_from=~mission(Contractor)
- commarray_hack_obj_display_02=Disable ~mission(MissionLocation)
- commarray_hack_obj_display_03=Monitor Cryptokey's Progress
- commarray_hack_obj_display_04=Ensure ~mission(MissionLocation) Stays Offline: %ls
- commarray_hack_obj_long_01=If you don't already have one, acquire a Cryptokey by visiting ~mission(Location) or purchasing one elsewhere.
- commarray_hack_obj_long_02=Disable uplink at ~mission(MissionLocation).
- commarray_hack_obj_long_03=Monitor cryptokey's progress to ensure the hack is successful.
- commarray_hack_obj_long_04=Ensure ~mission(MissionLocation) stays offline for the designated period.
- commarray_hack_obj_marker_01=Hack Site
- commarray_hack_obj_marker_02=Disable Uplink
- commarray_hack_obj_marker_03=Disable Uplink
- commarray_hack_obj_marker_04=Keep Array Offline
- commarray_hack_obj_short_01=Acquire Cryptokey
- commarray_hack_obj_short_02=Disable Comm Array Uplink
- commarray_hack_obj_short_03=Ensure Hack's Success
- commarray_hack_obj_short_04=Ensure ~mission(MissionLocation) Stays Offline
- commarray_hack_title=~mission(Title)
- commarray_hack_title_0001=Privacy Screen
- commarray_hack_title_0002=Array Hack Job
- commarray_hack_title_0003=Dis-Array
- commarray_hack_title_0004=Cover Needed
- commarray_hack_title_0005=Array Hack
- commarray_hack_title_0006=~mission(MissionLocation) Problem
- commarray_hack_title_0007=Lights Out
- CommArray_Login=Login
- CommArray_Logout=Logout
- CommArray_Repair=Repair
- commarray_repair_danger_0001=We've been getting reports that outlaws have been taking advantage of the outage, so be careful.
- commarray_repair_danger_0002=Proceed with caution as the sector will not have ECN until the connection is back online.
- commarray_repair_danger_0003=Take precautions when you head over to the site. With the array down we can't be sure what or who might be lurking out there.
- commarray_repair_danger_0004=Shouldn't have to say this, but use some common sense when you're out there and be ready just in case you run in to some trouble.
- commarray_repair_danger_0005=One thing to keep in mind is that you should probably make sure your security measures are up to snuff before going. We're not positive yet what caused the Array to go down, but we have had reported incidents in the past of outlaws purposefully taking them offline, and more importantly, trying to keep them offline.
- commarray_repair_desc=~mission(Description)
- commarray_repair_desc_0001=There's an outage at ~mission(Location|Address) and we need a technician to repair any possible damage and re-establish the uplink. We will provide authorization to access the maintenance terminal. ~mission(Danger)
- commarray_repair_desc_0002=~mission(Client) lost it's connection to ~mission(Location|Address). We are looking for a qualified comm tech to do an on-site evaluation and ensure that the uplink is re-activated. The proper authorization will be provided to access the control panel. ~mission(Danger)
- commarray_repair_desc_0003=A technician is needed onsite to repair ~mission(Location|Address) and reconnect it to the comm network. Once contracted, we will transfer authorization to access the maintenance controls. ~mission(Danger)
- commarray_repair_desc_0004=~mission(Location) is in urgent need of repair. Authorization to access the Comm Array's systems will be provided. ~mission(Danger)
- commarray_repair_desc_0005=~mission(Client) has been reporting issues with ~mission(Location|Address) and we're looking for a contractor to authorize to complete any necessary repairs. ~mission(Danger)
- commarray_repair_desc_0006=Attention qualified comm technicians: ~mission(Location|Address) has lost its connection with ~mission(Client) and requires maintenance. ~mission(Danger)If you're interested, please let us know and we will provide you with the proper authorization needed.
- commarray_repair_from=~mission(Contractor)
- commarray_repair_obj_display_02=Restore Uplink at ~mission(Location)
- commarray_repair_obj_display_03=%ls to Leave Restricted Area
- commarray_repair_obj_long_01=Go to ~mission(Location) to repair uplink.
- commarray_repair_obj_long_02=Restore uplink at ~mission(Location).
- commarray_repair_obj_long_03=Once repairs are initiated, leave the Restricted Area or risk trespassing charges and forfeiting payment.
- commarray_repair_obj_marker_01=Repair Site
- commarray_repair_obj_marker_02=Restore Uplink
- commarray_repair_obj_short_01=Go To Repair Site
- commarray_repair_obj_short_02=Restore Comm Array Uplink
- commarray_repair_obj_short_03=Leave Restricted Area
- commarray_repair_title=~mission(Title)
- commarray_repair_title_0001=Repair ~mission(Location)
- commarray_repair_title_0002=Repair Technician Opportunity
- commarray_repair_title_0003=Skilled Technician Wanted
- commarray_repair_title_0004=Comm Repair
- commarray_repair_title_0005=Qualified Comm Tech Needed
- commarray_repair_title_0006=Comm Uplink Offline
- commarray_repair_title_0007=Disconnected Comm Array
- CommArray_title_001=Prevent hack at ~mission(Location)
- Commissary_Collect_001=wip collect your item
- Commissary_Dispense_001=wip dispense
- Commissary_Dispensing_001=wip dispensing
- Commissary_restocking_001=wip restocking
- comms_channel_disconnected=Comms Channel Disconnected: %S
- comms_channel_invited=Invited to Comms Channel: %S
- comms_channel_joined=Comms Channel Joined: %S
- comms_group_created=Created %s.
- comms_group_disbanded=The %s has been disbanded.
- comms_invite_accepted=%S has joined the %s.
- comms_invite_declined=%S has declined invitation to %s.
- comms_invite_received=%S has invited you to their %s.
- comms_invite_sent=%S invited to %s.
- comms_invite_sent_target=Target player invited to %s.
- comms_invite_timeout=The invitation you sent to %S has timed out.
- comms_leader_changed=%S is now %s leader.
- comms_local_player_joined=You have joined %S's %s.
- comms_local_player_joined_auto=You have joined %s.
- comms_local_player_kicked=You have been kicked from the %s.
- comms_local_player_left=You have left the %s.
- comms_member_kicked=%S has been kicked from the %s.
- comms_member_left=%S has left the %s.
- comms_suffix_group=group '%S'
- comms_suffix_party=party
- comms_suffix_ship_channel=channel '%S'
- comms_target_contact=Hail Target: %S
- Community_Service_Desc=Remove all the trash from the area
- Community_Service_Desc_Long=Trash removed %Is
- Community_Service_Title=Clean up the streets
- confirmkill_danger_0001=Of course, if the bastard is still alive then ... well, let's just say you should go in ready for anything.
- confirmkill_danger_0002=Watch your back when you're digging around. They say violence makes more violence.
- confirmkill_danger_0003=Make sure to keep an eye out for trouble while you're searching. Hate to hear that you joined ~mission(TargetName|NickOrFirst) cause you weren't careful.
- confirmkill_danger_0004=One piece of advice, there's likely to be vultures circling the area. Make sure you're prepared for anything.
- confirmkill_desc=~mission(Description)
- confirmkill_desc_0001=There's a rumor floating around that this hatjob by the name of ~mission(TargetName) is finally kissing stardust. Talk about overdue. Problem is that it's just a rumor for now. The ~mission(Client) are willing to cough up some credits to find out if it's true. ~mission(Timed)If you head to ~mission(Location) and confirm, you'll get a nice little payout for your troubles. ~mission(Danger)
- confirmkill_desc_0002=I keep telling people you gotta vet before you hire, but do they listen? Course not. Take the ~mission(Client) for example. They paid some alleyscag to off ~mission(TargetName), but now they're worried the job might not actually be done and they want someone to go out to ~mission(Location) and verify the hit. ~mission(Timed)~mission(Danger)Interested?
- confirmkill_desc_0003=Another job of mine was supposed to be all wrapped up, but now the ~mission(Client) are worried that ~mission(TargetName) might still be upright. To ease their minds, I told them I'd send someone out to ~mission(Location) and make sure that people who are supposed to be dead stayed that way. ~mission(Timed)~mission(Danger)
- confirmkill_desc_0004=Not sure if you heard yet, apparently ~mission(TargetName) is dead. Like dead, dead. Everyone is scrambling to find out if it's true or not, but I got a lead on where the body might be. ~mission(Timed)Head to ~mission(Location) and confirm for me, I'll make sure it's worth your while. ~mission(Danger)
- confirmkill_desc_0005=The ~mission(Client) paid big credits to have this problem of theirs permanently solved, but I guess the proof of death didn't come through. Sucks for them, but works out for me and you. I can't go myself, but I can give you the location of ~mission(Location). Go and confirm that ~mission(TargetName) is toe up. ~mission(Danger)Simple enough job, don't even have to kill anyone yourself, and the credits are right. ~mission(Timed)
- confirmkill_desc_0006=Hope you don't mind corpses, cause I need you to get up close and personal with one. Used to go by the name ~mission(TargetName). You should find what's left of them at ~mission(Location) and hopefully confirm that the bastard's really dead. ~mission(Timed)~mission(Danger)Anything else you find when you're out there is fair game.
- confirmkill_desc_0007=Got word that ~mission(TargetName) might be dead. 'Might' ain't gonna cut it with me, so I want you to go to ~mission(Location) and make sure of it.~mission(Timed)~mission(Danger)If you have any other questions, just figure it out yourself. That's what I pay you for.
- confirmkill_from=~mission(Contractor)
- confirmkill_location_0001=the ship's remains
- confirmkill_location_0002=the last point of contact
- confirmkill_location_0003=~mission(TargetName|NickOrFirst)'s last known position
- confirmkill_location_0004=the wreckage
- confirmkill_location_0005=the wreck site
- confirmkill_location_0006=the derelict
- confirmkill_obj_long_01=Visit ~mission(Location) to locate ~mission(TargetName).
- confirmkill_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last) and confirm they're dead.
- confirmkill_obj_long_02a=Confirm
- confirmkill_obj_marker_01=Wreck Site
- confirmkill_obj_short_01=Go To Wreck Site
- confirmkill_obj_short_02=Locate Corpse
- confirmkill_timed_0001=Need you to hurry and get there fast. No telling what can happen to a corpse when it's just left sitting out there.
- confirmkill_timed_0002=And just cause they're dead doesn't mean you can take you're sweet time. The longer ~mission(TargetName|NickOrFirst) sits out there, the harder this job's gonna get.
- confirmkill_timed_0003=Everyone's real eager to have this settled as fast as possible, so see what you can do.
- confirmkill_timed_0004=Even the thought of ~mission(TargetName|Last) still breathing has everyone on edge. Take care of this ASAP.
- confirmkill_title=~mission(Title)
- confirmkill_title_0001=Ghost Hunter
- confirmkill_title_0002=Obituary
- confirmkill_title_0003=True or False
- confirmkill_title_0004=You See Dead People?
- confirmkill_title_0005=Confirmation Needed
- confirmkill_title_0006=Final Goodbye
- confirmkill_title_0007=Last Steps
- constantine_recoverysafe_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nThieves and deviants have broken into one of our facilities, ~mission(Location), and have been committing random acts of vandalism. Although Hurston Security has been tasked with eliminating them, Corporate needs a dedicated operator to retrieve one of our data vaults that was being stored there. Make sure it's safely delivered to ~mission(Destination).\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- constantine_recoverysafe_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nOperator needed to travel to Hurston facility ~mission(Location) and retrieve a data safe before criminals destroy it. Once inside the facility, you are cleared to use whatever force is necessary in the execution of your mission. Once secured, deliver the safe to ~mission(Destination) for payment.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- constantine_recoverysafe_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA Hurston facility, ~mission(Location), has been compromised and overrun by unauthorized elements bent on vandalism and thievery. Hurston Dynamics needs a contractor to access the facility and retrieve proprietary Hurston documents and data currently housed in a secure safe and deliver it to ~mission(Destination). Use force if necessary but the safe return of Hurston property is paramount.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- constantine_recoverysafe_desc_004=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nCentral has recently been notified that ~mission(Location) has been overtaken by scavengers and thieves. Before Hurston Security can retake the facility, we want to make sure that a safe containing archives of the facility's data is safely removed and delivered to ~mission(Destination). You are cleared to use whatever force is necessary to secure the safe, but understand that the secure delivery is your primary objective. Payment will be issued upon successful completion of your task.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- constantine_recoverysafe_title_001=Recovery Contract
- constantine_recoverysafe_title_002=Secure Retrieval
- constantine_recoverysafe_title_003=Vault Extraction
- constantine_recoverysafe_title_004=Safe Retrieval
- contract_desc=~mission(Description)
- contract_from=~mission(Contractor)
- contract_timed=~mission(Contractor|Timed)
- contract_title=~mission(Title)
- Covalex_Danger_001=One more thing, I'm seeing here that you'll be working in a heightened safety area. I'm sure you always follow best practices, but a little extra caution probably wouldn't be a bad idea. Better safe than sorry, right!
- Covalex_Danger_002=One last thing, it looks like some of our previous operators have reported outlaw activity in the area. Might be a good idea to plan for some extra security precautions. But if you do get into a situation (though you probably won't!), remember Covalex's policy of 'Flight, not fight.'
- Covalex_Danger_003=Also, unfortunately, it seems a security flag has been placed on this contract. Nothing to worry about too much... but that said, you should probably at least be extra careful during this job. Be ready for anything and you'll never be surprised!
- Covalex_Danger_004=One more little wrinkle. The system has flagged this contract as potentially hazardous. It might not mean anything, but don't be too surprised if you run into a bump or two or three while completing this one.
- Covalex_Danger_005=Last thing. This contract has been given a security flag. They add those when there is a higher risk involved. Sometimes it's hazardous routes, sometimes outlaw sightings, but you're going to want to be extra sharp on this one.
- covalex_delivery_desc_0001=Hi there!\n\n~mission(Contractor|Reaction)\n\nWe've got another shipment waiting to be picked up at ~mission(Location|Address) and delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_desc_0002=Hey!\n\nHope everything's going all right with you. ~mission(Contractor|Reaction) \n\nThere is a shipment at ~mission(Location|Address) that we need you to take over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_desc_0003=Hi again,\n\n~mission(Contractor|Reaction)\n\nHoping you're free, because I have a job to send your way. Got a pick up request at ~mission(Location|Address) for a shipment that is headed to ~mission(Destination|Address). That could wind up being an interesting route. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_desc_0004=Hi!\n\nDon't know about you, but today has been a busy one over here. Barely been able to stop and catch my breath. ~mission(Contractor|Reaction)\n\nSo, the run we need taken care of will have you grabbing a shipment from ~mission(Location|Address) and bringing it to ~mission(Destination|Address). Should hopefully be pretty painless. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff) \n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_desc_0005=Hello,\n\nChase is off today, so I am temporarily handling your contracts. \n\nThis current one is for a shipment pick up at ~mission(Location|Address) to be delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)\n\nThanks,\n\nArleen Dokgo\nSr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_desc_0006=Hey there,\n\n~mission(Contractor|Reaction)\n\nFound the perfect shipment contract for you to tackle. There's a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). Sounds good, right? ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_desc_intro=Hi!\n\nI've got some exciting news to share - Covalex Shipping is seeking to contract with additional independent operators in your area! \n\nEarning such accolades as 'Imperial Finances' Top 10 Shipping Companies' and 'Delivery Digest's 2945's Most Trusted Transport,' Covalex is busier than ever. And that means more cargo going to more places. That's where you come in! \n\nWe're looking for dependable and industrious pilots to join our expanding family. Do you have access to a ship that can hold cargo? Can you pass an Advocacy background check if required? Then a universe of opportunity is waiting for you. All you have to do is complete a simple 'Evaluation Trial' and pick up a shipment from ~mission(Location|Address) and take it safely to ~mission(Destination|Address). \n\nUpon satisfactory completion, you'll be eligible to become part of Covalex Shipping's vast network of independent transport specialists*.\n\nWe look forward to hearing from you,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\n*Covalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_delivery_title_001=Delivery Pilot for Covalex
- covalex_delivery_title_intro=Independent Cargo Pilot Needed
- covalex_holiday_001=To tell the truth, we've got so many packages coming in that I haven't even had any time to do my own shopping!
- covalex_holiday_002=With all the stress at this time of year, I just try to remember how much happiness we're bringing to people with what we do.
- covalex_holiday_003=I think that if we all work together, we can help make this holiday one of the best!
- covalex_holiday_004=I don't know about you, but I can't wait for the rush to be over so I can get some quality time with loved ones.
- covalex_holiday_005=You know, even with how busy it gets, this is still my favorite time of the year!
- covalex_holidaydelivery_desc_0001=Happy Holidays!\n\nThe gift giving season has been crazier than ever for us at Covalex, and we need all the help we can get to make sure everything gets delivered on time. \n\nI'm hoping you can grab a special delivery from ~mission(Location) and deliver it to ~mission(Destination). \n\n~mission(Contractor|DeliveryHoliday) \n\nGood cheer to you and yours,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
- covalex_holidaydelivery_title_001=Holiday Delivery
- Covalex_LogIn=LOG_IN\nREQUIRED
- Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
- Covalex_Messages=NEW\nMESSAGES\nPENDING
- Covalex_Reaction_Bad_001=Hate to do this, but wanted to check in about that last contract. Seems like you had some problems. Now, while we all run into unavoidable obstacles from time to time, I'm going to encourage you to take a moment to think about what went wrong and three things that you can improve upon for your next contract. It's a little exercise that always helps me improve my performance, and isn't that what life is about? Self improvement? All right, back to the exciting new business at hand!
- Covalex_Reaction_Bad_002=To get a bit of business out of the way, I briefly wanted to mention your performance on the last contract. I have in my notes that it was less than satisfactory. Probably just an off day, and I sure know about those, but I would like to strongly encourage you to use this contract as an opportunity to show us just how good you really are.
- Covalex_Reaction_BadStreak_001=You haven't been having much luck out there have you? I don't want to get too overly dramatic, but your performance stats over the last few contracts have been falling well below average. However, your luck hasn't completely run out! Covalex believes firmly in cultivating talent and allowing people to learn from our mistakes ( Thankfully! I probably wouldn't be here otherwise :p ). So, let's put all that behind us as a learning experience and meet the future head on!
- Covalex_Reaction_BadStreak_002=This is part of my job that I do not look forward to. We have to talk about your recent string of contracts. Things have just not been going your way have they? I'm not gonna sugar coat it, your performance stats are not look so hot. But you know what they say, nothing makes up for the past like the present. Let's get you back out there, and see what you can really do.
- Covalex_Reaction_BadToGood_001=Got to say, you really turned it around with that last job! Awesome work! Now, let's just keep it up!
- Covalex_Reaction_BadToGood_002=Congrats on the flipping your performance status around! I was rooting for you, and sure enough, you really proved on that last job that when push comes to shove, you can get it done. Now we just got to keep that momentum going!
- Covalex_Reaction_Good_001=My records show that you did a great job with that last contract! I personally wanted to say well done. It's that kind of performance that Covalex really loves to see.
- Covalex_Reaction_Good_002=Wanted to take a second to say that you did a stellar job with that last contract and that your hard work is not going unnoticed!
- Covalex_Reaction_GoodStreak_001=I was looking back through my records and wow! You've been doing a fantastic job recently. I've talked about you to some of the other Jr. Logistics Operators, and you didn't hear it from me, but they're pretty jealous I'm working with such a stellar contractor. Keep this up and we'll both be Covalex stars!
- Covalex_Reaction_GoodStreak_002=First off, I want to let you know how much I, and everyone here at Covalex Shipping, really appreciate the hard work you've been putting in. You've consistently have been completing contracts above and beyond my expectations. Alright, that's probably enough stroking your ego!
- Covalex_Reaction_GoodToBad_001=I'm going to confess, I was a little surprised seeing that report come in from your last contract. You had been doing so well! For now, let's just call it a fluke and focus on the next job, okay?
- Covalex_Reaction_GoodToBad_002=I have to ask - were you as disappointed about that last contract as I was? You had such a good record going! But don't worry. Everyone makes mistakes. It's what we do with those mistakes that matter. It's like that saying - "I'd rather try and fail, than fail to try."
- Covalex_Reaction_LastWarning_001=So, with your recent performance issues, I'm afraid that if you don't turn things around, Covalex will be putting you on a probationary disciplinary period and remove you from active contractor status. But don't worry, this contract is you're chance show us how dedicated you are to meeting Covalex Shipping's high standards. I'm sure you'll do great.
- Covalex_Reaction_LastWarning_002=There's a bit of bad news. I've received notice that your time with Covalex may be transitioning to a less 'active' role. Seems that your track record hasn't been all that satisfactory. Good news is that it's not too late for you to change people's minds! You knock this next contract into the goal, and it'll show you still have some tricks up your sleeves.
- Covalex_Reaction_Renew_001=I know it's been a little while since we last spoke, but I'm happy to report that my manager has agreed to allow you to do another 'Evaluation Trial' to regain active status as a Covalex Independent Contractor. I'm a firm believer in giving people another chance to prove themselves, and this is yours!
- Covalex_Reaction_Renew_002=I've got some good news. We were directed to go through our probationary contractors list and see if there were candidates who we felt deserved to be reconsidered. You immediately came to mind! What do you say? You ready to wipe the slate clean and give it another try?
- Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
- Covalex_SignOff_002=Good luck out there!
- Covalex_SignOff_003=Talk to you soon,
- Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
- Covalex_SignOff_005=Can't wait to hear how everything goes,
- Covalex_SignOff_006=Have a good one,
- Covalex_SignOff_007=Happy travels and fly safe!
- Covalex_SignOff_008=I'm rooting for you. Make me proud!
- Covalex_Timed_001=The order has been flagged as a 'Rush Priority' job, so you will be expected to complete the contract within the designated window. Hope that won't be a problem.
- Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock.
- Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy!
- Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays.
- Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working.
- covalexrand_desc=~mission(Description)
- covalexrand_desc_0001=Been waiting forever for Covalex to get their act together after the accident they had, but I just don't think it's going to happen at this point. Hoping you could go out to Gundo and grab my order for me. ~mission(Reference)~mission(Timed)I don't need you to take it all the way to me either. I arranged for shipment from ~mission(Destination) so all you'd have to do is leave it there at the front desk for me.\n\nThanks,\n~mission(Owner)
- covalexrand_desc_0002=I had an important shipment with Covalex and apparently it was waiting at Gundo when they had that big accident there. They said the delivery was going to be delayed, but it's been months now and they're still telling me the same exact thing. No new information or anything. I'm losing a ton of money on this and the best they can offer me is an apology. Not good enough. Figure if they can't finish the delivery, I'll find someone who can. ~mission(Reference)Need it delivered to ~mission(Destination). ~mission(Timed)
- covalexrand_desc_0003=Hey, a gift I ordered is stuck out on that Covalex station that exploded or whatever and now they say they can't deliver it. I'm really sorry about what happened there, but I already missed our anniversary and if I miss their birthday too, I'm gonna be dead. Basically, I need that box to be at ~mission(Destination) by any means necessary. ~mission(Reference)~mission(Timed)
- covalexrand_desc_0004=Look, we can all agree it was a real tragedy what happened out there at Gundo, and I'm sorry people lost their lives, but that doesn't mean I don't need my package delivered, right? And if Covalex isn't willing or able to do it, then I have every right to go and get delivered on my own. That only seems fair. ~mission(Reference)If you're interested, I'll need it taken to ~mission(Destination). ~mission(Timed)\n\nGood luck,\n~mission(Owner)
- covalexrand_desc_0005=I'm in a bit of a bind. A delivery I've been expecting was rerouted through Covalex's Gundo station out near Crusader, but an accident there stopped all shipments. I tried getting a refund, but the company I ordered from says it's Covalex's fault, and Covalex says that their terms of service covers a delay like this. ~mission(Timed)I guess at this point I just want my package and I don't really care how I get it. Even to the point where I'm willing to pay the extra shipping to have someone just take it to ~mission(Destination) for me. ~mission(Reference)
- covalexrand_desc_0006=I need someone with access to a ship to fly out to Covalex's Gundo station and take a box there to ~mission(Destination). ~mission(Reference)And before you get the wrong idea or anything, I'm not talking about stealing or anything, because it's my package. Covelex is just dragging their feet delivering it because of the investigation or safety or whatever excuse they're using. ~mission(Timed)
- covalexrand_desc_0007=A package I ordered is stuck because of the accident that happened at Gundo. I paid good creds for this and now it's just sitting there gathering dust. Seems to me that if Covalex isn't gonna do anything about it, then I might as well pay someone to find it and take it to ~mission(Destination) for me. ~mission(Reference)~mission(Timed)
- covalexrand_desc_0008=I am going crazy. Covalex keeps telling me that they delivered my package, but I didn't get it. The last routing information I have places it at their Gundo center, so I'm thinking that it got misplaced when they had the big accident there. ~mission(Reference)If you could go check it out, I bet you anything that it's just sitting there. ~mission(Timed)If it is there, I'll pay to have you bring it to ~mission(Destination).
- covalexrand_from=~mission(Owner)
- covalexrand_MissionUI_LocateCrate=Locate ~mission(Owner)'s Package
- covalexrand_obj_long_01=Go to Covalex Station Gundo.
- covalexrand_obj_long_02=Find and pick up package.
- covalexrand_obj_long_03=Deliver package to ~mission(Destination).
- covalexrand_obj_short_01=Go To Covalex
- covalexrand_obj_short_02=Collect Package
- covalexrand_obj_short_03=Deliver Package
- covalexrand_obj_short_03a=Package
- covalexrand_reference_0001=A friend of a friend said you'd be up to doing something like this, so figured it couldn't hurt to ask.
- covalexrand_reference_0002=I heard that you may have been out to the station once already, so you'd be perfect to help me with this.
- covalexrand_reference_0003=Elaine Ward mentioned that you might be a good person to help with this.
- covalexrand_reference_0004=I heard about the investigation work you did at the station, and figured since you know the lay of the land already you'd be the perfect person to hit up.
- covalexrand_reference_0005=You've been to Gundo before, right? Makes sense that going back shouldn't be that big of an issue for you.
- covalexrand_timed_0001=This whole thing has been taking so long, it'd be great to get this wrapped up as fast as possible.
- covalexrand_timed_0002=I've pretty much run out of patience at this point. Anything you can do to get the package to me as quickly as possible would be great.
- covalexrand_timed_0003=This delivery was urgent before the delay and now it's more so. Need it delivered yesterday.
- covalexrand_timed_0004=Not sure if there is anything you can do to save some time, but the faster you get the package to me the better.
- covalexrand_title=~mission(Title)
- covalexrand_title_0001=Frustrated with Covalex
- covalexrand_title_0002=Complete Delivery Order
- covalexrand_title_0003=Finish Covalex Delivery
- covalexrand_title_0004=Need My Package Found
- covalexrand_title_0005=Waiting On My Package
- covalexspec_015=
- covalexspec_contractor_0001=Anya Sugari
- covalexspec_contractor_0002=Ed Biollo
- covalexspec_contractor_0003=Thrace Pinter
- covalexspec_contractor_0004=Gloria Theolone
- covalexspec_contractor_0005=Sam Besser
- covalexspec_contractor_0006=Baylor Ward
- covalexspec_desc=~mission(Description)
- covalexspec_description_0001=Hi,\n\nI'll totally understand if you don't want to help with this, but if you can it would be amazing.\n\nSee, my boyfriend passed away during the Covalex Gundo tragedy. They said I would get all of Scott's stuff back once the investigation was complete, but as far as I know, it's been done for a while now and they still haven't given any indication of when I can get his property. It's been hard enough dealing with all this, and knowing that a package is going to show up in a month or two and rip open all these wounds, it's just too much. I would prefer to deal with it now and get it over with. If you could find a way to get his personal effects (Employee ID# 104) and drop them off at ~mission(Destination), I'd be very grateful.\n\nThanks for your help,\nAnya
- covalexspec_description_0002=My brother was one of those people who died when that Covalex station near Crusader blew. Even worse, he was borrowing something of mine when it happened. Now some red tape asshole is trying to tell me that I have to wait to get my stuff back. Yeah right. First you kill my brother and now you want me to be patient? The nerve of these corporate jillos. Forget that. Instead, I figured I'd hire someone to go to Gundo to get my stuff and take it to ~mission(Destination) for me. I mean, what the hell are they gonna do about it? Anyway, it's what my brother would have wanted. It's gonna be the box marked 156.\n\n- Ed
- covalexspec_description_0003=Hey,\n\nSo this is a little awkward for me to talk about, but it turns out that one of the people who passed away on that Covalex station disaster, Kyomi Santos, actually bequeathed me something in her will. I was surprised to hear it, but apparantly I'm now the proud owner of everything stored in box #173. The people at Covalex say I'll be able to get it when the station opens back up but ... this is the awkward part ... I kind of really need it right now. Normally I'd just wait, but I'm trying to start my own business (I make cakes in the shape of people's homeworlds) and the credits I get from selling it will really be a huge help. I've got a little bit stashed away now that I can use to pay for someone to deliver it from Gundo to ~mission(Destination) for me. I know the whole things a little bit irregular, but if there was any other way I wouldn't be asking.\n\nThanks for the help,\nThrace
- covalexspec_description_0004=My son Nico was sadly among the victims of the tragic accident at Covelex's Gundo station and they still haven't returned all of his personal possessions to me. I understand that they have to do things according to regulations, but it seems unconscionable that they wouldn't make some allowances for the grieving family members. To that end, I'm seeking someone who will be able to go to the station for me. To be clear, Gundo is currently considered off limits, meaning that this would not be above board, but I feel my situation warrants special consideration. My sister says that the rate I am offering is the correct amount for retrieving the crate with Nico's belongings (#964) and bringing them to ~mission(Destination), so hopefully I can find a competent individual to settle this matter quickly.\n\nSincerely,\nGloria Theolone
- covalexspec_description_0005=They said that I could find someone here to go to Gundo for me and grab a crate that belonged to my wife. If the name didn't ring a bell, that's the station where they had that big accident. My wife worked for Covalex and I know it's not really going to make losing her any easier, but I really just want Claudia's stuff back. I think about her photo collection or the necklace I gave her just sitting there in that cold dead station in some box marked 249 and it's not right. She deserves better. So how about it? You willing to go to Gundo and haul her crate back to ~mission(Destination)?
- covalexspec_description_0006=Hi,\n\nI'm looking for someone to head to the Covalex Gundo station near Crusader and grab some items. I know this may sound like stealing, but it's my dad's stuff. You see, he was on Gundo station when it had its accident. My mom says that we need to wait until Covalex says so, but I don't think that's fair because I miss him so much. I would like something to remember him by and I don't want to wait any longer because I might start forgetting things. I'll pay you to get box 510 for me and take to ~mission(Destination) so I can have it.\n\nThank you very much,\nBaylor Ward
- covalexspec_from=~mission(Contractor)
- covalexspec_MissionUI_BoxNumber_104=Box #104
- covalexspec_MissionUI_BoxNumber_156=Box #156
- covalexspec_MissionUI_BoxNumber_173=Box #173
- covalexspec_MissionUI_BoxNumber_249=Box #249
- covalexspec_MissionUI_BoxNumber_510=Box #510
- covalexspec_MissionUI_BoxNumber_964=Box #964
- covalexspec_MissionUI_LocateCrate=Locate ~mission(Owner)'s Personal Effects (~mission(BoxNumber))
- covalexspec_MissionUI_TravelTo=Travel to Covalex
- covalexspec_obj_long_01=Locate ~mission(Owner)'s personal effects at Covalex Station Gundo.
- covalexspec_obj_long_02=Deliver personal effects to ~mission(Destination).
- covalexspec_obj_short_01=Locate Personal Effects
- covalexspec_obj_short_02=Deliver Personal Effects
- covalexspec_obj_short_02a=Personal Effects
- covalexspec_owner_0001=Scott Hammell
- covalexspec_owner_0002=Ross Biollo
- covalexspec_owner_0003=Kyomi Santos
- covalexspec_owner_0004=Nico Theolone
- covalexspec_owner_0005=Claudia Besser
- covalexspec_owner_0006=Darnell Ward
- covalexspec_title=~mission(Title)
- covalexspec_title_0001=Personal Effects
- covalexspec_title_0002=Help Me Get My Stuff Back
- covalexspec_title_0003=Unexpected Inheritance
- covalexspec_title_0004=A Mother's Plea
- covalexspec_title_0005=Looking for Closure
- covalexspec_title_0006=My Dad's Stuff
- criminal_assassination_Danger_Hard_001=Criminal Danger Hard placeholder text
- criminal_assassination_desc_Hard_001=Criminal Title Intro Description placeholder ~mission(Danger) (Contractor|AssassinationHardTimed)
- criminal_assassination_Timed_Hard_001=Criminal Timed Hard placeholder text
- criminal_assassination_title_Hard_001=Criminal Title Intro placeholder
- criminal_database_accessrecords=Access Records
- criminal_database_Confim=Are you sure you want to dismiss all current criminal charges?
- criminal_database_crime=Temp Infraction
- criminal_database_Expunging=Processing Request...
- criminal_database_expungment=Reason for Charge Dismissal
- criminal_database_filesadjusted=Updating CrimeStat...
- criminal_database_infraction_date_001=Received
- criminal_database_infraction_jurisdiction=Jurisdiction
- criminal_database_infraction_name_001=Charge
- criminal_database_loading=Authenticating Passkey...
- criminal_database_locatingfiles=Locating Requested Records...
- criminal_database_login=Passkey Authorization
- criminal_database_loginFailed=No Authorized Passkey Detected
- criminal_database_loginsuccessful=Welcome Security Personnel
- criminal_database_logout=Logout
- criminal_database_playername=temp player name
- criminal_database_purgeall=Dismiss All Charges
- criminal_database_purgerecord=Dismiss
- criminal_database_reason_001=Diplomatic Immunity
- criminal_database_reason_002=Extenuating Circumstances
- criminal_database_reason_003=Mental Incompetence / Medical Exemption
- criminal_database_reason_004=Procedural Issues / Wrongful Arrest
- criminal_database_reason_005=Prosecutorial Discretion
- criminal_database_reason_006=Settlement Reached / Plea Bargain
- criminal_database_Record_001=Record Holder ID:
- criminal_database_record_002=View Record
- criminal_database_revoked_desc=An unusually high volume of database changes has been detected. For security reasons, your passkey has been locked. \nTo regain access, please reauthorize your passkey again or contact technology services.
- criminal_database_revoked_name=Attention: Access Revoked
- criminal_database_Title=Imperial Criminal Database
- criminal_database_updatesuccess=Database Update Complete
- Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
- Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
- Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
- Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
- Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
- Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
- Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
- Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
- cruind_bounty_danger_0001=*DELETE THIS* This is a high-class hitter, so expect a fight.
- cruind_bounty_danger_0002=*DELETE THIS* Suspect has a history of violence. Use caution when approaching.
- cruind_bounty_danger_0003=*DELETE THIS* This bounty has been flagged ultra, so exercise extreme caution.
- cruind_bounty_danger_0004=*DELETE THIS* This is a high-risk contract.
- cruind_bounty_desc=*DELETE THIS* ~mission(Description)
- cruind_bounty_desc_0001=*DELETE THIS* Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
- cruind_bounty_desc_0003=*DELETE THIS* WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
- cruind_bounty_from=*DELETE THIS* ~mission(Contractor)
- cruind_bounty_from_first=*DELETE THIS* Crusader Security
- cruind_bounty_location_0001=*DELETE THIS* Client will provide target's last known location.
- cruind_bounty_location_0002=*DELETE THIS* If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
- cruind_bounty_location_0003=*DELETE THIS* Target was last seen at Grim HEX.
- cruind_bounty_location_0004=*DELETE THIS* All relevant location data will be provided upon acceptance of bounty.
- cruind_bounty_timed_0001=*DELETE THIS* You will have a very specific window of opportunity. Take them down before they disappear again.
- cruind_bounty_timed_0002=*DELETE THIS* Target will be aware of bounty, so you'll have to move fast.
- cruind_bounty_timed_0003=*DELETE THIS* This contract comes with a timer clause.
- cruind_bounty_title=*DELETE THIS* ~mission(Title)
- cruind_bounty_title_0001=*DELETE THIS* Bounty Target
- cruind_bounty_title_0002=*DELETE THIS* Wanted: ~mission(TargetName)
- cruind_bounty_title_0003=*DELETE THIS* Bounty: ~mission(TargetName)
- cruind_bounty_title_0004=*DELETE THIS* Bounty Issued: ~mission(TargetName)
- Crus_HistMarker_From=Crusader Historical Society
- Crus_HistMarker_Text_01=Famed musician Carolyn 'Vortex' Thorson was born here on January 8, 2915. Her family's ship was en route to a nearby outpost when it set down to facilitate her birth. As a teenager, Thorson earned the nickname 'Vortex' for the impressive speed and dexterity she displayed behind the drums. As a founding member of Firmament, she helped redefine popular music, making her the most famous and mimicked drummer in the UEE for over a decade.
- Crus_HistMarker_Text_02=Rayari scientists working here at the Hickes Research Outpost created a revolutionary nonsteroidal anti-inflammatory (NSAID) in 2938. The drug, known commonly as Ceprozin, has become widely used during cybernetic replacement surgeries, providing pain relief and curbing inflammation without any of the side effects common with other NSAIDs.
- Crus_HistMarker_Text_03=Here, in 2941, Terra Mills researchers combined Cellin's unique soil composition with genetic augmentation to create a new fruit hybrid named the Terraberry. This uniquely tart, purple berry stays ripe longer than most other berries, making it ideal for interstellar shipping.
- Crus_HistMarker_Text_04=Here sits the shelter that saved Bastien Nemitz. In 2930, Crusader Industries hired the noted adventurer to promote the beauty and diversity of their moons by hiking around each one and providing daily updates. Following successful journeys around Cellin and Yela, Nemitz failed to upload a daily diary from Yela on June 24th. A search party was organized but failed to find him. Days later, Nemitz contacted Crusader authorities from this shelter. He'd limped here on a shattered ankle suffering during a terrible fall that also destroyed his mobi. After he was rescued, Nemitz recovered and returned to the Talarine Divide shelter to complete his journey around Yela.
- Crus_HistMarker_Text_05=This shelter was erected in part due to the generous contributions of Ethan Halton's friends and families. The large boulders and rocks that dot the Nakamura Valley have made it a popular destination for unregulated open canopy racers. Sadly, in 2917, amateur racer Ethan Halton, unable to handle the track's successive tight turns, died from injuries sustained during a racing crash. To help ensure that other racers would not share Ethan's fate, in 2918, this emergency shelter was erected.
- Crus_HistMarker_Text_06=Mario Kosso was the first head of Crusader's emergency response unit. Established to provide support and rescue services to those who found themselves in need on Crusader's moons, Kosso lead the response to the team's first distress beacon, which came from this basin. It was named in his honor upon his retirement in 2938.
- Crus_HistMarker_Text_07=The famous picture of Yela's ring illuminated against the darkened sky was taken here by noted photographer Juliana Aston in 2918. The vista became so connected to her artwork that in 2928 it was officially named 'Aston Ridge' in her honor.
- Crus_HistMarker_Text_08=Situated above a junction of multiple canyons, Wolf Point earned its name thanks to Crusader surveyor Cally Stroble who had noted excitedly in her initial report that "Against all odds, it seems a family of wolf-like creatures somehow has found a way to settle the area. Their cries can be heard for kilometers around." However, when further investigation proved that the wolves were merely a prank by a fellow surveyor, the name stuck.
- Crus_HistMarker_Text_09=This ridge was named for Crusader's former CEO August Dunlow. Many credit Dunlow's vision as instrumental into transforming Crusader Industries into the company it is today. With that in mind, Dunlow Ridge, with its expansive view of the Daymar landscape, was named in his honor.
- Crus_HistMarker_Text_10=This section of Daymar became known as Eager Flats after an eccentric artist who called it home. Norman Eager gained notoriety in the 2920s for constructing a series of art installations so massive they could be seen by ships flying above the flats. Deemed 'ephemeral art' by Eager, the pieces were not meant to be permanent. Instead, they were slowly degraded and buried by the moon's constantly swirling sands.
- Crus_HistMarker_Text_11=The Tamdon Plains were named in honor of Advocacy agent Crista Tamdon, who in 2912 was killed in the line of duty after being ambushed while crossing these plains in pursuit of a suspect.
- Crus_HistMarker_Text_12=From 2923 to 2927, a mysterious benefactor took it upon themselves to see that this emergency shelter was stocked with jars of homemade marmalade. First reported by a stranded pilot, as word spread many other travelers would visit the shelter to try the jam for themselves. In 2927, when a reporter attempted to learn who was leaving the sweet treat, the marmalade supply stopped as mysteriously as it began. However, the tradition has been kept alive to this day by the many visitors who continue to leave preserves at the site.
- Crus_HistMarker_Text_13=Crusader's former lead ship designer, Shelly Ashburn, became enamored with this location for its picturesque angle of Crusader on the horizon. She often visited the spot to channel her creative energy, earning it the nickname, Ashburn Channel, among her team. Following her retirement in 2940, the site officially adopted the title.
- Crus_HistMarker_Text_14=In 2936, Crusader Industries sponsored a competition to find the best travelogue focused on one of their moons. Donnell Flanagan's account of his exciting experiences took top prize and this location, which featured heavily in his adventures, was named in his honor.
- Crus_HistMarker_Text_15=Crusader CEO Kelly Caplan loved the landscape on this part of Cellin and requested that this ravine be named for her dog, Julep.
- Crus_HistMarker_Text_16=Here on August 25th, 2912, Lakedra Walsh organized and won the first ground vehicle race on Yela. The track became famous among ground vehicle racing enthusiasts and subsequently the site of the first official race track on the moon.
- Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
- Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
- Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
- Crus_HistMarker_Text_20=Advocacy agents, alongside Hurston and Crusader Security forces, pursued Amir Tremaine after he crash-landed into this canyon on Oct. 23, 2929. The wanted fugitive used pieces of his ship to hastily construct a makeshift fortification. Thus began a dramatic, three-day standoff against law enforcement officers which garnered non-stop spectrum coverage up until the final, bloody moments when the Advocacy tried but failed, to take Tremaine alive.
- Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
- Crus_HistMarker_Text_22=In 2934, Esther Hurston was kidnapped and put into a stasis pod by outlaws looking to extract a hefty ransom from her family. The ship holding the twelve-year-old's cryo-pod hid here after its reg-tags were compromised. While one outlaw attempted to procure clean reg-tags, salvager Mac Petrosky discovered the ship. He reported its location and even hid nearby to keep an eye on the ship until authorities arrived on the scene. Petrosky was awarded a Commendation from Crusader Security upon the reunion of Esther and her family.
- Crus_HistMarker_Text_23=The infamous Beringer Brothers nicknamed this the "Goodbye Geyser" after repeatedly using it to dispose of those opposed to their criminal enterprises during the early 2920s. It's believed to be the final resting place for at least 14 individuals including famed bounty hunter, Bree Kuznetsov. Attempts to recover remains from the site have proven unsuccessful.
- Crus_HistMarker_Text_24=Here in 2909, famed botanist Bryan Shakir began his work cataloguing the diverse flora of Daymar. Published as "Daymar in Bloom: A Flora Field Guide to Stanton 2b," it is still considered by many to be the definitive source on the subject.
- Crus_HistMarker_Text_25=Erma Triolo was born on this site in 2909, making her the first person to be born on Yela. Her parents, Albert and Nora Triolo, had traveled to the moon to participate in a race when Nora went into labor. Unable to fly to the nearest medical facilitate for the birth, Albert landed their Constellation at this location and successfully served as midwife.
- Crus_HistMarker_Text_26=Prior to Crusader's purchase of the gas giant and its moons, the UEE Navy controlled this part of the system. Here, in 2904, the UEE Navy established a military installation to support and watch over the shipyards perched in Crusader's upper atmosphere. The facilities were retired and relocated in 2908.
- Crus_HistMarker_Text_27=Strained relations between Hurston and their workforce in late 2927-2929 resulted in a series of riots. In response, Hurston severely limited traffic to and from the planet for nearly 15 standard months. Many workers wished to escape the dangerous situation, but few had the means. One bright spot was the Hurston Hotline, a comm channel that constantly shifted frequency. Those looking to flee the unrest, and lucky enough to know the current channel frequency, could request help leaving the planet. Specific instructions were delivered in person to volunteer pilots and had to be followed exactly. The network of labor activists responsible for the Hurston Hotline during this tumultuous time used this location to shelter fleeing workers prior to moving them out of the system.
- Crus_HistMarker_Text_28=Cellin was named after the youngest sibling in the classic children's story A Gift for Baba,the moon's many dormant volcanoes embodying the character's simmering anger. This dormant volcano, named Cellin's Peak by volcanologists, is carefully watched and monitored as it is believed to have a high chance of one day becoming active.
- Crus_HistMarker_Text_29=Daymar was named after the middle brother in A Gift for Baba. Known for his tendency to get lost, the character's name was also given to this twisting canyon by early explorers.
- Crus_HistMarker_Text_30=Yela was named after the eldest sibling in A Gift for Baba, who is known for her cool and calculated demeanor. This expansive plain produced the coldest temperature recorded by the first scientific expedition to the moon, earning it the name Yela's Plain.
- Crus_HistMarker_Text_31=The study of Cellin's geysers began with an observation station constructed on this location in 2908. Geologist Randell Engler spent nearly a decade investigating these natural wonders. He was first to hypothesize that the moon's geyser played an important role in dispersing vital nutrients and minerals into the soil.
- Crus_HistMarker_Text_32=During Imperator Costigan's 2944 trip to the Stanton System, he shared a meal here at Gallete Family Farms. Imperator Costigan hoped his visit would draw attention to the hardworking, independent farmers across the Empire that would benefit from the agricultural subsidies legislation being debated by the Senate at the time.
- Crus_HistMarker_Text_33=In 2927, Fakih Borisov introduced a herd of large, genetically modified land crabs to Daymar. Breed to withstand the moon's dry conditions, the crabs roamed this part of Daymar for nearly a decade, but Borisov's dream of turning the moon into a rancher's paradise never came to fruition. A key component to Borisov's plan was for the crab to graze on the moon's limited natural vegetation, yet doing so imbued the animals with an off-putting odor that clung to any products derived from them.
- Crus_HistMarker_Text_34=On August 22, 2924, amateur archaeologist Sonny Pak revealed a fossil that he claimed belonged to a new sentient species that inhabited this moon. News of the discovery spread across the spectrum and excited the scientific community. However, instead of allowing scientists to examine the specimen, Sonny took the remains on a publicity tour and even sold tickets to those who wished to view them. His actions were condemned by the scientific community and, after the intervention of the UEE government, the fossil was proven to be a fake.
- Crus_HistMarker_Text_35=Romantics believe that lovers who profess their affection for each other on this ledge will be together forever. This legend has its origin in the macabre tale of notorious outlaw couple Akiko 'Jackal' Bazin and Rick 'Shady' Milligan. In 2913, mere moments away from capture, the pair decided to avoid imprisonment and instead leapt to their death while holding hands.
- Crus_HistMarker_Text_36=On December 31, 2940, the Stanton Knights sataball team landed here so their ship could undergo emergency repairs. While waiting, the team strategized for their championship match against the Kiel Guardians scheduled for the following day. According to team members, it was here that the Knights conceived of the now famous 'Franklin Flip' play that would propel the team to victory and the first SBPL championship in the club's history.
- Crus_HistMarker_Text_37=On March 17, 2904, Meiko Norwood collapsed here while loading soil samples into her ship. She passed away later that day due to complications with an artificial heart valve, making her the first person to die on Daymar.
- Crus_HistMarker_Text_38=In 2939, Crusader Security apprehended a fugitive here who was wanted in connection with a massive theft of credit chits. The money wasn't recovered during the arrest, but rumors swirled that the outlaw was in possession of digging implements. Ever since, treasure hunters have flocked here in search of the lost fortune, even though repeated scans have failed to show any sign of it. \n\nCrusader Industries discourages people from digging up the area and asks that any displaced ground be placed back where it came from to preserve the moon's natural beauty.
- Crus_HistMarker_Text_39=The long lost Greg Caldwell painting "The Starman's Farewell" was discovered buried underneath a stone cairn on this site in 2908. Stolen from the Terra Museum of Contemporary Art in 2731, it remains a mystery as to how the work of art ended up here. The painting was returned to Terra.
- Crus_HistMarker_Text_40=In 2945, independent miner Bruce Amodeo discovered a large serendibite gemstone near this outpost. Its sale at auction to an anonymous buyer broke records for the most credits per carat spent on a serendibite. Ever since, miners have flocked to the region in search of further serendibite deposits.
- Crus_HistMarker_Text_41=Tragedy struck the Cuadrado outpost on May 15, 2941, due to a malfunctioning life support system. An excess of oxygen leaking into the outpost was sparked, resulting in an explosion that took nine lives. The catastrophe drove Crusader Industries to tighten regulations on outposts and mandate more frequent maintenance checks on all facilities.
- Crus_HistMarker_Text_42=Crusader Industries commends Bountiful Harvest Hydroponics for their extraordinary response to those in need on Vega. Following the horrific Vanduul attacks on October 5, 2945, Bountiful Harvest produced and donated more emergency food supplies for the Vega relief effort than any other outpost on Crusader's moons. This outpost's extraordinary sacrifice serves as a reminder that the UEE will always stand behind those who come face-to-face with the Vanduul threat.
- Crus_HistMarker_Text_43=Famed actress and noted naturist, Millicent Silverton, would often come to this remote area to camp in the wilderness. She was so fond of the site that she petitioned for its inclusion in the 2941 film "Onto the Break."
- Crus_HistMarker_Text_44=The geysers here feature a unique set of small fissures, that when the pressure builds up to a specific amount, make a sound similar to moaning. It is this phenomenon that has lead to the erroneous rumors that the site is haunted.
- Crus_HistMarker_Text_45=In 2932, this site hosted the infamous Slim Chance Rally. This gathering of Greycat buggy enthusiasts come together once a year in a remote location to compete in an illicit destruction derby.
- Crus_HistMarker_Text_46=Crusader Industries often uses this location and its irregular terrain to field test their new ship designs' landing systems. It was here on March 25th, 2934, that the first and only landing of the failed Juno ship design occurred.
- Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
- Crus_HistMarker_Title_02=Creation of Ceprozin
- Crus_HistMarker_Title_03=The First Terraberry
- Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
- Crus_HistMarker_Title_05=Nakamura Valley Shelter
- Crus_HistMarker_Title_06=Kosso Basin
- Crus_HistMarker_Title_07=Aston Ridge
- Crus_HistMarker_Title_08=Wolf Point
- Crus_HistMarker_Title_09=Dunlow Ridge
- Crus_HistMarker_Title_10=Eager Flats
- Crus_HistMarker_Title_11=Tamdon Plains
- Crus_HistMarker_Title_12=Mogote Marmalade
- Crus_HistMarker_Title_13=Ashburn Channel
- Crus_HistMarker_Title_14=Flanagan's Pass
- Crus_HistMarker_Title_15=Julep Ravine
- Crus_HistMarker_Title_16=Lakedra's Lap
- Crus_HistMarker_Title_17=Darnell Ajay Homestead
- Crus_HistMarker_Title_18=Phillip Xu Homestead
- Crus_HistMarker_Title_19=Wilma Ivery Homestead
- Crus_HistMarker_Title_20=Tremaine's Last Stand
- Crus_HistMarker_Title_21=Fawley's Journey
- Crus_HistMarker_Title_22=Rescue of Esther Hurston
- Crus_HistMarker_Title_23=Goodbye Geyser
- Crus_HistMarker_Title_24=Daymar in Bloom
- Crus_HistMarker_Title_25=Erma Triolo Birthplace
- Crus_HistMarker_Title_26=Alatorres Forward Operating Base
- Crus_HistMarker_Title_27=Hurston Hotline
- Crus_HistMarker_Title_28=Cellin's Peak
- Crus_HistMarker_Title_29=Daymar's Run
- Crus_HistMarker_Title_30=Yela's Plain
- Crus_HistMarker_Title_31=Engler Observation Station
- Crus_HistMarker_Title_32=Imperator Costigan on Cellin
- Crus_HistMarker_Title_33=Borisov's Herd
- Crus_HistMarker_Title_34=Sonny's Sham
- Crus_HistMarker_Title_35=Lover's Ledge
- Crus_HistMarker_Title_36=The Franklin Flip
- Crus_HistMarker_Title_37=Meiko Norwood Memorial
- Crus_HistMarker_Title_38=Looking for Lost Treasure
- Crus_HistMarker_Title_39=The Starman's Farewell
- Crus_HistMarker_Title_40=Bruce's Bounty
- Crus_HistMarker_Title_41=Cuadrado Tragedy
- Crus_HistMarker_Title_42=Bountiful Harvest
- Crus_HistMarker_Title_43=Silverton Campsite
- Crus_HistMarker_Title_44=Ghost Rocks
- Crus_HistMarker_Title_45=Slim Chance Rally
- Crus_HistMarker_Title_46=Crusader Landing Test Site
- crus_markerhunt_desc=Did you know that famed drummer Carolyn 'Vortex' Thorson was born on Daymar? Or that scientists on Cellin created a life saving medicine that is used across the Empire? Or that one of the most valuable gemstones ever found was unearthed on Yela? And that's just scratching the surface. The moons of Crusader are the home of dozens of incredible, memorable and unique locations. To celebrate, the Crusader Historical Society, in conjunction with Crusader Industries, is hosting a "Vistas Worth Visiting" contest. To participate, simply visit all three moons' officially designated scenic landmarks and interact with the information kiosk. Explorers who are lucky enough to discover all forty-seven locations will be rewarded with a special prize!
- crus_markerhunt_from=Crusader Historical Society
- crus_markerhunt_obj_long_01=Find all the Historical Markers on Cellin.
- crus_markerhunt_obj_long_02=Find all the Historical Markers on Daymar.
- crus_markerhunt_obj_long_03=Find all the Historical Markers on Yela.
- crus_markerhunt_obj_short_01=Historical Marker Found
- crus_markerhunt_title=Vistas Worth Visiting Contest!
- crus_scavhunt_desc=The team at Incredifun Adventures is excited to announce their all new interactive scavenger hunt challenge! Using a series of clues sent directly to your journal, follow along on an adventure to some of Crusader's moons most notable and historical locations! \n\nFinish the challenge before time runs out and you'll be awarded an exclusive prize.
- crus_scavhunt_from=Incredifun Adventures
- crus_scavhunt_obj_long_01=Solve all ten scavenger hunt clues and visit the appropriate Crusader Historical Society markers before time runs out.
- crus_scavhunt_obj_short_01=Scavenger Hunt Clue Solved
- crus_scavhunt_title=Crusader Moons Scavenger Hunt
- crusader_bounty_desc_001=Crusader is continuing its effort to make our little sector of Stanton as safe possible and we need your help.\n\nA suspect by the name of ~mission(TargetName) has been a real thorn in our side and it'd be great if you could settle the outstanding bounty on them once and for all. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_bounty_desc_002=Got a bounty that we need found and apprehended - ~mission(TargetName). Pretty decent price on them too which never hurts.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_bounty_desc_003=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_bounty_desc_004=Some low level skav who goes by the name ~mission(TargetName) has been making a real nuisance of themselves. Finally got the authorization to put a bounty on their head. Find them and take care of it. We get ~mission(TargetName|Last) off the streets and you get a nice little payday. Win-win. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_bounty_desc_005=This might end up being a bit like sending a sheep after a wolf, but I'm hoping you can collect the bounty on ~mission(TargetName) for me. Tracking them down shouldn't be that hard since they've been making quite a name for themselves lately. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_bounty_desc_006=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. \n\nWe have evaluated that you possess the skill set needed and as such, we would like to offer you an initial trial bounty contract for ~mission(TargetName). \n\nUpon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list as well as be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_bounty_title_001=Bounty Issued For ~mission(TargetName)
- crusader_bounty_title_E=Bounty Issued For ~mission(TargetName) (CS2)
- crusader_bounty_title_first=Bounty Collection Authorization Assessment
- crusader_bounty_title_H=Bounty Issued For ~mission(TargetName) (CS4)
- crusader_bounty_title_M=Bounty Issued For ~mission(TargetName) (CS3)
- crusader_bounty_title_VE=Bounty Issued For ~mission(TargetName) (CS1)
- crusader_bounty_title_VH=Bounty Issued For ~mission(TargetName) (CS5)
- crusader_danger_001=Our best intel indicates that you should expect to encounter extreme hostilities while completing this contract. Plan accordingly.
- crusader_danger_002=Having dealt with similar contracts in the past, I would advise bringing along as much firepower as you can muster. Hopefully you won't need it, but it never hurts to be prepared.
- crusader_danger_003=I should warn you that it is very likely that you will face armed resistance. Be ready.
- crusader_danger_004=Having dealt with similar contracts in the past, I'm suspecting that you'll meet only light resistance. A solo pilot at best, a single-seater with maybe an escort or two at worst.
- crusader_danger_005=Our best intel indicates that you should expect to encounter moderate hostile forces on this one. We're looking at possibly a small multicrew craft supported by a light to moderate escort wing. Plan accordingly.
- crusader_danger_006=I should warn you that it is very likely you will face heavy resistance - a large multicrew ship with heavy escort support. Be ready.
- crusader_danger_high_001=We're expecting them to put up significant resistance and do not recommend attempting this contract alone. \n\nCREW NOTE: You are expected to staff your own combat team before embarking on this contract.\n\n
- crusader_danger_high_002=Be mindful that these aren't some low tier operators you're going to be facing. They have considerable offensive capabilities at their disposal and a willingness to use them. \n\nCREW NOTE: You will likely need additional manpower if you're going to be successful.\n\n
- crusader_danger_high_003=Know that this won't be an easy assignment. Intel shows that ~mission(Client) have been greatly expanding their arsenal and they will throw just about all of it at you once they get wind of why you're there. \n\nCREW NOTE: I recommend bringing whatever backup you can muster.\n\n
- crusader_destroyprobe_desc_0001=Recent intel reports indicate that local criminal elements are operating the ~mission(Contractor|DestroyProbeAmount) around ~mission(Location) to case potential targets. \n\nSince monitors like this are designed to be unobtrusive, it makes finding them a real pain. You're going to have to sweep the area to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Once they are located, destroy them.\n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nBe aware that, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back-up the data when attacked, so once you start shooting, you'll need to finish the job quickly before the transfer's completed.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_destroyprobe_desc_0002=A recent routine maintenance around ~mission(Location) revealed the presence of unauthorized surveillance monitors, so you are being contracted to destroy them before any more sensitive information can be gathered. The exact placement of the ~mission(Contractor|DestroyProbeAmount) will needed to be figured out on site, as tracking them is difficult with their low EM signatures. ~mission(Contractor|DestroyProbeTimed)\n\nThese 'skimmers' are outfitted with security protocols that will trigger data transfers if they are directly attacked. Make sure that you destroy them before the upload can complete. \n\n~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_destroyprobe_desc_0003=After seizing some stolen data obtained during a raid, our tech team was able to track the source down to unauthorized surveillance monitors illegally installed around ~mission(Location). \n\nYou will need to find the ~mission(Contractor|DestroyProbeAmount) location and destroy them before any more data can be illicitly gathered. Passive 'Skimmers' like these typically are hard to find so be thorough. ~mission(Contractor|DestroyProbeTimed) \n\nOnce engaged, their security protocols will cause them to begin transmitting the contents of their drives. Make sure you stop the upload before it can complete. ~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_destroyprobe_desc_0004=I shouldn't be surprised, but it seems like these criminals keep showing more ingenuity every day. Makes you wonder what they could do if they put their mind to something worthwhile, right? \n\nThis time we caught them setting up illegal 'data skimmers' over at ~mission(Location). Who knows what kind of sensitive info they could be accessing? You will need to scan the area to locate the ~mission(Contractor|DestroyProbeAmount) which will be tricky because of their low EM and destroy them before their security override kicks in and uploads their datastores. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_destroyprobe_desc_0005=Bad news. We got reports of illegal 'skimmers' over by ~mission(Location). With the data collected on those things, it could lead to all sorts of trouble, so we need the ~mission(Contractor|DestroyProbeAmount) located and destroyed. \n\nEasier said than done, though.\n\nPDC monitors like this are designed to be unobtrusive, so spotting them won't be straightforward. But once you scan the area and locate them, as soon as you start attacking, it will trigger an emergency data transfer. It's important that you take them out before the upload can finish. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_destroyprobe_desc_0006=An intel report came in that some outlaws have placed 'data skimmers' around ~mission(Location) hoping to steal sensitive data. We need you to search the area locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. They use a passive form of data collection so they're going to be pretty hard to spot. Make sure that you scan the area carefully to find them. On the bright side though, once you attack one, they'll light up into emergency data transfer mode. Should be real easy to see once they start transmitting. \n\nOf course, it's pretty vital that you destroy them before any data can successfully transfer. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_destroyprobe_title_0001=Unauthorized Surveillance Detected
- Crusader_from=Crusader Security
- crusader_hackprevent_desc_001=Crusader Security has detected an intrusion on the data network at ~mission(Location) and we need at operative onsite to manually prevent the computer's protection software from being bypassed. \n\nThere is a strong chance that the hacker(s) will still be there. Do not get distracted with "shooting up the bad guys" or whatever other so-called heroics you contractors get tangled in. \n\nSecuring the network is your prime focus.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_hackprevent_desc_002=The data network at ~mission(Location) is the active target of malicious hackers who are attempting to bypass the system's security protocols right now. \n\nThat can't happen. Get there as soon as you can and find a way to stop the network incursion.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_hackprevent_desc_003=Well, this is not good. The data network over at ~mission(Location) just fired off a big ol' call for help thanks to some cryptos trying to gain access to a secure terminal.\n\nWe're going to need you to head there and put a stop to the hack before they can successfully access the system. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_hackprevent_desc_004=Crusader Security needs someone who's good with computers to hurry over to ~mission(Location) to deal with an attempted data network incursion.\n\nYou get there in time and hopefully we can stop what ever awful criminal thing they're hoping to do once the access the system.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_hackprevent_title_001=Secure Data Network
- crusader_recover_Danger_Easy_001=Crusader Security Danger Recover Easy placeholder
- crusader_recover_Danger_Hard_001=Crusader Security Danger Recover Hard placeholder
- crusader_recover_Danger_Intro_001=Crusader Security Danger Recover Intro placeholder
- crusader_recover_Danger_Medium_001=Crusader Security Danger Recover Medium placeholder
- crusader_recover_desc_Easy_001=Crusader Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_desc_Hard_001=Crusader Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_desc_intro_001=Crusader Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_desc_Medium_001=Crusader Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- crusader_recover_Timed_Easy_001=Crusader Security Timed Recover Easy placeholder
- crusader_recover_Timed_Hard_001=Crusader Security Timed Recover Hard placeholder
- crusader_recover_Timed_Intro_001=Crusader Security Timed Recover Intro placeholder
- crusader_recover_Timed_Medium_001=Crusader Security Timed Recover Medium placeholder
- crusader_recover_title_Easy_001=Crusader Security Danger Recover Easy placeholder
- crusader_recover_title_Hard_001=Crusader Security Danger Recover Hard placeholder
- crusader_recover_title_intro_001=Crusader Security Danger Recover Intro placeholder
- crusader_recover_title_Medium_001=Crusader Security Danger Recover Medium placeholder
- crusader_recoverspace_desc_0001=Recently, a ~mission(Item) that had been reported stolen turned up in a routine checkpoint scan aboard the ship of a suspected thief, ~mission(TargetName).\n\nWe are contracting you to hunt down ~mission(TargetName|Last), recover the lost property, and deliver it safely to ~mission(Destination) so it can be returned to its rightful owners.\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_recoverspace_desc_0002=Crusader Security is in need of a security operative to locate one ~mission(TargetName). They are in possession of a stolen ~mission(Item) that we need recovered and delivered to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_recoverspace_desc_0003=Great news. We got word on a stolen ~mission(Item) that everyone assumed was gone forever. Can you believe the luck?\n\nIf we act fast enough, Crusader Security is hoping to recover the property and return it. The stolen goods in question are aboard the ship of ~mission(TargetName). I'm sure with a little "persuasion" you can get the ~mission(Item) back and deliver it to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_recoverspace_desc_0004=I wish this happened more often, but we've actually been able to track down a stolen ~mission(Item)! Now we can return it to the good people who lost it in the first place. \n\nTurns out this real piece of work that goes by ~mission(TargetName) has the ~mission(Item) aboard their ship right now. A skilled operator should be able to hunt their ship down and return the property to ~mission(Destination).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_recoverspace_title_0001=Larceny Restitution
- crusader_sectorsweep_desc_001=The ~mission(Client) have been aggressively operating in ~mission(Location) and after their most recent attack, management authorized us to contract extra operators to head out and clear any hostiles they come across in the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_sectorsweep_desc_002=The incident list for ~mission(Location) has been growing as the ~mission(Client) have increased hostile activity in the sector. \n\nIn order to stem this unfortunate trend, Crusader is seeking operators to launch an immediate counter action ASAP. Hopefully we can remove any and all threats from the area before there's any further loss of life. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_sectorsweep_desc_003=Crusader is seeking contractors to eliminate a hostile group that have been attacking ships near ~mission(Location). \n\nInitial intelligence reports indicate that the group's comprised of ~mission(Client). Wouldn't be the first time we've had problems with them either. It'll be good to have them finally cleared out from the sector.\n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- crusader_sectorsweep_desc_004=Trouble in ~mission(Location) has been escalating and we want it stopped before it boils over. Operators are needed to assist in clearing the ~mission(Client) out of the designated sectors. Be ready to roll out as soon as you can. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_sectorsweep_desc_005=We've been having problems with the ~mission(Client) out near ~mission(Location). They've been acting like they own the place. You're gonna show them that they don't. \n\nHead over and clear them from the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_sectorsweep_desc_006=One of our patrol sectors at ~mission(Location) is crawling with ~mission(Client). No idea where they keep coming from, but it will be your job to shut them down. \n\nSweep through the area and neutralize any hostile threats you encounter. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- crusader_sectorsweep_title_001=Eliminate ~mission(Client) Nest
- crusader_sectorsweep_title_danger_high_001=Mercenary Force To Retake Territory
- crusader_timed_001=Please note as well that there is a strict deadline for completing your work.
- crusader_timed_002=Also, be mindful of the given deadline. We need everything wrapped up by then.
- crusader_timed_003=There is a strict deadline on this one. Try and see that you get the job done before then, okay?
- CThing_logofstuff=This is the log of stuff
- CThing_Mission_Desc=WIP go to the C and do the thing
- CThing_Mission_Obj_1=WIP goto C
- CThing_Mission_Obj_2=WIP pew pew %Is
- CThing_Mission_Obj_3=WIP peeps %Is
- CThing_Mission_Title=WIP leak no no
- CTL_GLOVES=DO NOT USE ------ (CTL) GLOVES (Add new lines for gloves below here)
- CTL_HATS=DO NOT USE ------ (CTL) HATS (Add new lines for hats below here)
- CTL_JACKETS=DO NOT USE ------ (CTL) JACKETS (Add new lines for jackets below here)
- CTL_PANTS=DO NOT USE ------ (CTL) PANTS (Add new lines for pants below here)
- CTL_SHIRTS=DO NOT USE ------ (CTL) SHIRTS (Add new lines for shirts below here)
- CTL_SHOES=DO NOT USE ------ (CTL) SHOES (Add new lines for shoes below here)
- CuriousMonument=Curious Monument
- CurrentLoadout=Current Loadout
- Darneely_Convo_Mission=I'm looking for work.
- Darneely_Convo_Scrap=I've got some scrap to sell.
- DataDownload_From=~mission(Contractor)
- DataDownload_Mission_Waypoint=WIP Counterfeit Stations.
- DataDownload_Mobi_Description=WIP I have heard you are the right person for this job, so I will cut to the chase. We have located a UEC counterfeiting station at an old wreck site. If you get to the counterfeiting station quickly, you will be able to download the UEC for yourself. They have got some guards defending the wreck site, but I'm sure you'll be able to handle it. Oh and a final heads up. I am not the only person with this information, so expect a fight.
- DataDownload_Mobi_Title=WIP Counterfeit Stations.
- DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
- DataDownload_Obj_Pool=29900 / 29900
- DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
- DataDownload_Screen_Shutdown=Shutdown
- DataDownload_Screen_Status_01=Generating
- DataDownload_Screen_Status_02=Downloading
- DataDownload_Screen_Withdraw=Withdraw
- Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
- Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
- Debug_Text_Collect=*WIP* Collect
- Debug_Text_Destroy=*WIP* Destroy
- Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
- Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
- Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
- Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
- Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
- Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
- Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
- Debug_Text_DropOff=*WIP* Drop off
- Debug_Text_EnterVehicle=*WIP* Enter Vehicle
- Debug_Text_GoTo=*WIP* Go to
- Debug_Text_Interact=*WIP* Interact
- Debug_Text_Investigate=*WIP* Investigate
- Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
- Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
- Debug_Text_PickUp=*WIP* Pick up
- Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
- Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
- Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
- Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
- Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
- Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
- Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
- Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
- Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
- Debug_Text_Protect=*WIP* Protect
- Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
- Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
- Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
- Debug_Text_RemoveExplosives_Obj_02_Long=*WIP* Locate and remove all cargo that appears to be explosive. Listen out for anything different when inspecting the cargo
- Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
- Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
- Debug_Text_Talk=*WIP* Talk
- Delamar=Delamar
- Delamar_Desc=A moon-sized asteroid hidden deep within a thick cluster. Anti-UEE activists, political radicals and criminals now occupy Levski, a deserted mining facility built inside this asteroid.
- Delamar_Levski=Levski
- Delamar_Levski_Desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
- DelantyWIP_024=~mission(TitleDescription|Title)
- DelantyWIP_025=~mission(TitleDescription|Description)
- delivery_description=~mission(Contractor|DeliveryDescription)
- delivery_from=~mission(Contractor|DeliveryFrom)
- delivery_generic_dropoff_obj_display_01=Deliver ~mission(Item) to ~mission(Destination)
- delivery_generic_dropoff_obj_long_01=Deliver ~mission(Item) to ~mission(Destination).
- delivery_generic_dropoff_obj_marker_01=Delivery Drop Off
- delivery_generic_dropoff_obj_short_01=Deliver To ~mission(Destination).
- delivery_generic_pickup_obj_display_01=Pick Up ~mission(Item) From ~mission(Location)
- delivery_generic_pickup_obj_long_01=Pick up the ~mission(Item) from ~mission(Location).
- delivery_generic_pickup_obj_marker_01=Pick Up
- delivery_generic_pickup_obj_marker_03=~mission(Item)
- delivery_generic_pickup_obj_short_01=Pick Up ~mission(Item)
- delivery_holiday_description=~mission(Contractor|DeliveryHolidayDescription)
- delivery_holiday_title=~mission(Contractor|DeliveryHolidayTitle)
- delivery_obj_long_01=Go to ~mission(Location) to pick up shipment.
- delivery_obj_long_02=Pick up the shipment.
- delivery_obj_long_03=Deliver shipment to ~mission(Destination).
- delivery_obj_marker_01=Pickup Site
- delivery_obj_marker_02=Shipment
- delivery_obj_marker_03=Delivery Drop Off
- delivery_obj_short_01=Go To Pickup Site
- delivery_obj_short_02=Pick Up Shipment
- delivery_obj_short_03=Deliver Shipment
- delivery_title=~mission(Contractor|DeliveryTitle)
- deploypiggyback_danger_0001=There's a lot of people who won't be happy if they found out about this. Some of them might even try to stop you. Don't let them.
- deploypiggyback_danger_0002=And, if I'm gonna be honest, wouldn't be surprised at all if you caught some heat on this. Be ready for it.
- deploypiggyback_danger_0003=Make sure you stay sharpish. People might be gunning for you if they figure out what you are up to.
- deploypiggyback_danger_0004=Now I don't know if it's true, but word is there might be some trouble on the gig. Take that for what it's worth.
- deploypiggyback_danger_0005=Definitely bring some guns too.
- deploypiggyback_desc=~mission(Description)
- deploypiggyback_desc_0001=Need to get ears up over at ~mission(Destination). If you grab the ~mission(Item) from ~mission(Location), ~mission(Client) will pay you to set it up nearby the target. ~mission(Danger)
- deploypiggyback_desc_0002=Been hearing some rumblings from ~mission(Destination) that the ~mission(Client) aren't too happy about. They're looking to confirm with a ~mission(Item). Luckily, there's one ready to be dropped at ~mission(Location). Grab the ~mission(Item), set it up in range, and the credits are yours. ~mission(Danger)
- deploypiggyback_desc_0003=Gonna need a ~mission(Item) dropped by ~mission(Destination) if someone's got the time. This is a ~mission(Client) gig, so no messing about, okay? Oh, one more thing. ~mission(Danger)Have fun.
- deploypiggyback_desc_0004=Here's the job. Pick up a ~mission(Item) from ~mission(Location). Drop it off at ~mission(Destination). Pay on completion. No questions.
- deploypiggyback_desc_0005=So, here's the deal. ~mission(Client) need a bit of work done and are willing to pay for it to get done right. Regs are simple. Go to ~mission(Location) and snag a ~mission(Item). Take it over to ~mission(Destination) and drop it off. The ~mission(Item)'ll do the rest and you get paid. Simple, right? ~mission(Danger)
- deploypiggyback_desc_0006=The ~mission(Client) are cookin' up something juicy, but need a little extra intel, i.e. they need a ~mission(Item) placed at ~mission(Destination). As far as supplies go, the ~mission(Item) will be waiting for you to grab at ~mission(Location). You just need to provide transport. ~mission(Danger)
- deploypiggyback_from=~mission(Contractor)
- deploypiggyback_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
- deploypiggyback_obj_long_02=Pick up the ~mission(Item).
- deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
- deploypiggyback_obj_long_04=Deploy and active the ~mission(Item).
- deploypiggyback_obj_marker_01=Pickup Site
- deploypiggyback_obj_marker_03=Deploy Site
- deploypiggyback_obj_short_01=Go to Pickup Site
- deploypiggyback_obj_short_02=Pick Up the Piggyback
- deploypiggyback_obj_short_03=Go To Deploy Site
- deploypiggyback_obj_short_04=Deploy the Piggyback
- deploypiggyback_obj_short_04a=Piggyback
- deploypiggyback_title=~mission(Title)
- deploypiggyback_title_0001=Lend Me An Ear
- deploypiggyback_title_0002=Intel Gathering
- deploypiggyback_title_0003=Piggyback Ride
- deploypiggyback_title_0004=Dropping Some Eaves
- deploypiggyback_title_0005=Whispers
- deploypiggyback_title_0006=Deploy Piggyback
- deployprobe_danger_0001=Please note, the ~mission(Contractor) is not liable for any hostile contacts you may encounter during the duration of this contract.
- deployprobe_danger_0002=Unfortunately, the deployment area has been known to be frequented by hostiles. Extreme caution is advised.
- deployprobe_danger_0003=In the interest of full disclosure, some of our past contractors have run into outlaws and the like during similar operations, but there's no reason to expect such difficulties here.
- deployprobe_danger_0004=We have been advised by local security that outlaws have been known to operate in the vicinity. Please use caution.
- deployprobe_desc=~mission(Contractor|DeployProbeDescription)
- deployprobe_desc_0001=The ~mission(Contractor) is looking to gather more data from ~mission(Destination). To assist in this endeavor, we are seeking a contractor to deploy a ~mission(Item) there. ~mission(Contractor|DeployProbeDanger)
- deployprobe_desc_0002=To further the ~mission(Contractor)'s understanding of the system, we are hoping to have a ~mission(Item) deployed to help gather information. After picking the ~mission(Item) up from ~mission(Location), you will be responsible for transporting it to ~mission(Destination|Address) and activating it. ~mission(Contractor|DeployProbeDanger)
- deployprobe_desc_0003=We have a ~mission(Item) waiting at ~mission(Location) to be collected. You will then transport and deploy the ~mission(Item) at ~mission(Destination|Address). ~mission(Contractor|DeployProbeDanger) Any contractors interested in assisting us with this task should let the ~mission(Contractor) know at your earliest convenience.
- deployprobe_desc_0004=Recently, our long-range sensors picked up some anomalous readings from ~mission(Destination|Address). To better understand them, the ~mission(Contractor) is hiring a contractor to deploy a ~mission(Item) on site. ~mission(Contractor|DeployProbeDanger)
- deployprobe_from=~mission(Contractor)
- deployprobe_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
- deployprobe_obj_long_02=Pick up the ~mission(Item).
- deployprobe_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
- deployprobe_obj_long_04=Deploy and activate the ~mission(Item).
- deployprobe_obj_long_05=Defend the ~mission(Item) and prevent the enemies from destroying it - WIP
- deployprobe_obj_marker_01=Pickup Site
- deployprobe_obj_marker_01a=Speak to Admin Clerk - WIP
- deployprobe_obj_marker_01b=Collect - WIP
- deployprobe_obj_marker_03=Deploy Site
- deployprobe_obj_short_01=Go To Pick Up Site
- deployprobe_obj_short_02=Pick Up the Probe
- deployprobe_obj_short_03=Go To Deploy Site
- deployprobe_obj_short_04=Deploy the Probe
- deployprobe_obj_short_04a=Probe
- deployprobe_obj_short_05=Defend the ~mission(Item)
- deployprobe_title=~mission(Contractor|DeployProbeTitle)
- deployprobe_title_0001=Research Assistance
- deployprobe_title_0002=Probe Deployment
- deployprobe_title_0003=Research Scan Help
- deployprobe_title_0004=Collect and Deploy Probe
- Derelict_CleanUp_desc=Our company offers authentic scavenger experiences for the whole family to feel like a genuine scavenger. \nHowever, one of our derelicts seems to have been taken over by _actual_ scavengers and needs to be cleaned up before our next tour. \nCare to have a look at it?
- Derelict_CleanUp_from=Stanton Experience Tours, Ltd.
- Derelict_CleanUp_Marker=Derelict
- Derelict_CleanUp_Objective_01=Get to the derelict
- Derelict_CleanUp_Objective_02=Neutralize threats
- Derelict_CleanUp_title=Derelict "preparation" required
- destroyblade_desc=~mission(Contractor|DestroyBladeDescription)
- destroyblade_from=~mission(Contractor|DestroyBladeFrom)
- destroyblade_marker_01=~mission(Item)
- destroyblade_marker_obj_01=Potential Decryption Site
- destroyblade_marker_subobj_01=Last Known Location
- destroyblade_obj_long_01=Destroy the ~mission(Item) to prevent it from being decrypted.
- destroyblade_obj_short_01=Destroy Prototype
- destroyblade_obj_time=Upload Time Remaining: %ls
- destroyblade_obj_time_dest=Self Destruct Time Remaining: %ls
- destroyblade_subobj_long_01=Travel to ~mission(Location) and attempt to locate the Prototype.
- destroyblade_subobj_long_02=Restart the satellite's internal control system to track the ~mission(Item).
- destroyblade_subobj_long_03=Stop the ~mission(Item) from being decrypted.
- destroyblade_subobj_marker_01=~mission(Location)
- destroyblade_subobj_marker_02=Restart Satellite
- destroyblade_subobj_marker_03=Destroy Prototype
- destroyblade_subobj_short_01=Travel to ~mission(Location)
- destroyblade_subobj_short_02=Restart Satellite's Internal System
- destroyblade_subobj_short_03=Stop Decryption
- destroyblade_title=~mission(Contractor|DestroyBladeTitle)
- DestroyDebris_Desc_001=Reports of a satellite are falling to the planet's surface! We need you to break this satellite up into smaller debris pieces to lower the amount of damage
- DestroyDebris_From_001=Some Guy
- DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
- DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
- DestroyDebris_Objective_Short_001=Go to Satellite location
- DestroyDebris_Objective_Short_002=Destroy Satellite
- DestroyDebris_Title_001=Destroy Satellite Debris
- DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
- DestroyObj_Text_Marker=Rendevouz
- DestroyObj_Text_Short=Rendezvous At Olisar
- destroyprobe_desc=~mission(Contractor|DestroyProbeDescription)
- destroyprobe_from=~mission(Contractor|DestroyProbeFrom)
- destroyprobe_illegal_UI=Skimmers Destroyed %ls
- destroyprobe_illegal_UI_Timer=Upload in %ls
- destroyprobe_legal_UI=Monitors Destroyed %ls
- destroyprobe_obj_long_01=Go to where the ~mission(Contractor|DestroyProbeAmount) gather data at ~mission(Location).
- destroyprobe_obj_long_02=Scan the area and destroy the ~mission(Contractor|DestroyProbeAmount) before any data finishes transferring.
- destroyprobe_obj_marker_01=Monitor
- destroyprobe_obj_marker_01a=Destroy
- destroyprobe_obj_marker_02=Uploading Data
- destroyprobe_obj_short_01=Go To ~mission(Location)
- destroyprobe_obj_short_02=Destroy All Monitors Before Upload
- destroyprobe_probe_0001=PDC Monitor
- destroyprobe_probe_0002=two monitors
- destroyprobe_probe_0003=three monitors
- destroyprobe_probe_0004=four monitors
- destroyprobe_probe_0005=five monitors
- destroyprobe_probe_0006=six monitors
- destroyprobe_probe_0007=seven monitors
- destroyprobe_probe_0008=eight monitors
- destroyprobe_probe_0009=nine monitors
- destroyprobe_probe_0010=ten monitors
- destroyprobe_title=~mission(Contractor|DestroyProbeTitle)
- destroyprobeillegal_danger_0001=You might run into resistance on this. Security really don't like these things taken offline.
- destroyprobeillegal_danger_0002=If I were you, I'd approach cautiously. You never know who else might be out there.
- destroyprobeillegal_danger_0003=Just a head's up, sometimes they post up some security to guard these things. So bring a gun... or five.
- destroyprobeillegal_danger_0004=There's a chance you'll run into trouble, but that's part of the fun, right?
- destroyprobeillegal_danger_0005=Watch your back, though. Security gets all worked up when these things get messed with.
- destroyprobeillegal_desc=~mission(Contractor|DestroyProbeDescription)
- destroyprobeillegal_desc_0001=The ~mission(Contractor|Name) are fed up with their ops getting busted near ~mission(Location|Address). Turns out, there's ~mission(Contractor|DestroyProbeAmount) in the area listening in on everything we do. No wonder they keep getting busted. Take care of the problem for them and there's a nice little payday waiting. \n\nJust know that you'll need to scan the area since PDC Monitors like this are a pain in the ass to find and they're programmed to package up their data once they're hit, so knock 'em out quick. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
- destroyprobeillegal_desc_0002=The area around ~mission(Location|Address) has become a huge headache for some associates of mine since security's listening in on anything said or done out there. The ~mission(Contractor|Name) found ~mission(Contractor|DestroyProbeAmount) nearby and need someone special to go hunt down these sneaky little PDC Monitors. They're a real pain in the ass to find, but having to scan the area for them's only half the problem. \n\nOnce you take a shot, boom, they're programmed to shut down and upload their data back to Cru-Sec Central. You gotta blast them to bits before they finish. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
- destroyprobeillegal_desc_0003=Interested in a little target practice? Head over to ~mission(Location|Address) and turn security's bloody annoying spy monitors into scrap. There's ~mission(Contractor|DestroyProbeAmount) out there and nobody's been able to find the stupid things either since they barely put out a sig while they're collecting data. \n\nAnyway, the entire situation has been particularly frustrating for the ~mission(Contractor|Name), which is why they're paying for someone to scan the area and eliminate the threat. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)One last thing, they're rigged to dump their data when they're shot, so kill 'em quick.
- destroyprobeillegal_desc_0004=Not sure if you've heard the rumors but arrests have spiked around ~mission(Location|Address). security's showing up at jobs and sweeping everybody to the clink. Weren't dumb luck either. Cru-Sec was waiting for them. So, I did a little recon and discovered ~mission(Contractor|DestroyProbeAmount) surveilling the area. Plenty of people, including the ~mission(Contractor|Name), want this inconvenience eliminated. ~mission(Contractor|DestroyProbeTimed)\n\nI can guarantee good creds and my eternal gratitude if you do it. Hunt down the PDC Monitors by scanning for wherever they're hiding, and attack hard and fast before they get a chance to upload any data they've collected. Once they're gone, we can all get back to good, ol' fashioned criminalizing. ~mission(Contractor|DestroyProbeDanger)
- destroyprobeillegal_desc_0005=You been by ~mission(Location|Address) recently? ~mission(Contractor|Name) told me that security set up ~mission(Contractor|DestroyProbeAmount) to spy on anyone passing by. I'm not against a little law and order, that's what makes the game the game, but this goes too far. Let's just say that I'm not the only one who shares this sentiment. ~mission(Contractor|Name) are even paying to restore the balance. \n\nThese PDC Monitors are a pain to find so you'll need to scan the area. Plus, when you engage, you'll need to destroy them before they finish uploading all the dirt they've scraped up. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
- destroyprobeillegal_desc_0006=Security thinks they're so smart. They set up ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address) to gather intel on the ~mission(Contractor|Name). Didn't take long before someone figured it out. So, feel like getting paid to literally blow up their stupid scheme? All you got to do is be the one to actually scan the area to find where the PDC Monitors are hiding and take 'em out. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)Another thing to keep in mind, these things are wired to protect the info they're pulling, so once you shoot, you gotta destroy them all before they can dump all their data back to Crusader.
- destroyprobeillegal_from=~mission(Contractor)
- destroyprobeillegal_marker_02a=Skimmer
- destroyprobeillegal_obj_long_01=Go to ~mission(Location) where ~mission(Contractor|DestroyProbeAmount) are gathering data.
- destroyprobeillegal_obj_long_02=Scan the area to locate and destroy the ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
- destroyprobeillegal_obj_long_02a=Destroy the data skimmer.
- destroyprobeillegal_obj_marker_01=Destroy Skimmers
- destroyprobeillegal_obj_short_01=Go To ~mission(Location)
- destroyprobeillegal_obj_short_02=Scan To Locate & Destroy Skimmers
- destroyprobeillegal_obj_short_02a=Destroy Skimmer
- destroyprobeillegal_probe_0001=a data skimmer
- destroyprobeillegal_probe_0002=two data skimmers
- destroyprobeillegal_probe_0003=three data skimmers
- destroyprobeillegal_probe_0004=four data skimmers
- destroyprobeillegal_probe_0005=five data skimmers
- destroyprobeillegal_probe_0006=six data skimmers
- destroyprobeillegal_probe_0007=seven data skimmers
- destroyprobeillegal_probe_0008=eight data skimmers
- destroyprobeillegal_probe_0009=nine data skimmers
- destroyprobeillegal_probe_0010=ten data skimmers
- destroyprobeillegal_timed_0001=No one's pulling any other jobs until you complete this gig, so get it done as soon as possible.
- destroyprobeillegal_timed_0002=The clock's ticking on this one.
- destroyprobeillegal_timed_0003=Finish this fast, but don't be dumb about it. Got it?
- destroyprobeillegal_timed_0004=Really need someone to do this. Like now.
- destroyprobeillegal_timed_0005=This one can't wait. Bump it to the top of your list.
- destroyprobeillegal_title=~mission(Contractor|DestroyProbeTitle)
- destroyprobeillegal_title_0001=Sound of Silence
- destroyprobeillegal_title_0002=Wire Cutter
- destroyprobeillegal_title_0003=Peeping Toms
- destroyprobeillegal_title_0004=Deaf & Dumb
- destroyprobeillegal_title_0005=Blackout
- destroyprobelegal_danger_0001=There's a good chance that whoever's responsible might be in the area, so be careful.
- destroyprobelegal_danger_0002=Intel suggests that the outlaws will come after anyone who messes with their property, so be prepared.
- destroyprobelegal_danger_0003=This contract has a high risk of combat, so plan accordingly.
- destroyprobelegal_danger_0004=Chance of hostile contact is very high.
- destroyprobelegal_danger_0005=You should expect hostile resistance when you're out there.
- destroyprobelegal_desc=~mission(Contractor|DestroyProbeDescription)
- destroyprobelegal_desc_0001=We've received intel from ~mission(Contractor|DestroyProbeInformant) that local criminal elements are operating ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to eavesdrop on security forces. As such, authorization has been given to enlist private contractors to help eliminate these devices. You'll need to carefully scan the area once you arrive to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Since they passively skim information, they can be tricky to find.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nWord of warning, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back up the data when attacked, so once you start shooting, you'll need to destroy them all quickly before the transfer can finish.
- destroyprobelegal_desc_0002=Independent combat operators are needed to eliminate unauthorized surveillance monitors placed around ~mission(Location|Address). According to the initial report, ~mission(Contractor|DestroyProbeInformant) has identified ~mission(Contractor|DestroyProbeAmount) intercepting data. Scanning the area for their location might be difficult since they have such low EM signatures, but they must be found and destroyed before sensitive intel is leaked. \n\n~mission(Contractor|DestroyProbeTimed)These 'skimmers' are outfitted with data security protocols. They will begin transferring the data they've gathered when threatened, so operators will need to destroy them before the upload is allowed to complete. ~mission(Contractor|DestroyProbeDanger)
- destroyprobelegal_desc_0003=We've received reports that criminal elements have installed ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to spy on the area. Thankfully, we've finally been given the green light to hire combat operators to attack and destroy these systems. That's where you come in. \n\nYou will need to scan the area to find the PDC Monitors' location before the data illicitly gathered can be uploaded. The 'skimmers' will be in their passive data collection mode when you arrive making the search for them difficult, but know that once attacked, they will begin transmitting the contents of their drives. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
- destroyprobelegal_desc_0004=We are looking for experienced combat pilots to assist in the destruction of illegal surveillance systems that have been appearing in the sector. ~mission(Contractor|DestroyProbeTimed)These outlaw 'skimmers' have contributed to the deaths of security personnel as well as civilians by providing local criminals with intel about security movements and deployments. \n\nYou will be tasked with scanning the area around ~mission(Location|Address) where ~mission(Contractor|DestroyProbeInformant) has indicated that you'll find ~mission(Contractor|DestroyProbeAmount) in operation. They will be well hidden thanks to their minimal power output. However, once engaged, these monitors will cease being covert and begin to upload their contents. You must destroy them before they complete the transfer otherwise highly sensitive data may be lost. ~mission(Contractor|DestroyProbeDanger)
- destroyprobelegal_desc_0005=Outlaw groups have been using ~mission(Contractor|DestroyProbeAmount) to spy on security forces by skimming data transmitted to and from ~mission(Location|Address). We are now actively seeking combat pilots to find and destroy these unauthorized 'skimmers.' ~mission(Contractor|DestroyProbeTimed)Know that it'll be difficult to hunt for their exact location since the monitors are design to only emit the barest of signatures and you may need to preform a thorough scan of the area. \n\nYou are to travel to the area, locate and then destroy all outlaw devices before any more innocent lives are lost. These PDC Monitors are outfitted with a failsafe program that will upload all data when attacked, so you will need to act before this process can complete. ~mission(Contractor|DestroyProbeDanger)
- destroyprobelegal_desc_0006=Combat pilots wanted to track and destroy unauthorized surveillance monitors. ~mission(Contractor|DestroyProbeTimed)These outlaw PDC monitors are a threat to public safety and must be eliminated. You will find ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address), but the exact placement remains unknown at this time. Only a careful on-site scan will be able to reveal exactly where these monitors are gathering intel. \n\nOur Security Officers have noted that the devices will start uploading their contents when attacked. We cannot let this data fall into criminal hands, so make sure you destroy them quickly. ~mission(Contractor|DestroyProbeDanger)
- destroyprobelegal_from=~mission(Contractor)
- destroyprobelegal_informant_0001=a good citizen
- destroyprobelegal_informant_0002=an anonymous source
- destroyprobelegal_informant_0003=a local informant
- destroyprobelegal_informant_0004=one of our CI's
- destroyprobelegal_marker_02a=Monitor
- destroyprobelegal_obj_long_01=Go to ~mission(Location) where outlaws are gathering data with ~mission(Contractor|DestroyProbeAmount).
- destroyprobelegal_obj_long_02=Scan the area to locate and destroy ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
- destroyprobelegal_obj_long_02_Timer=Destroy before data upload %ls
- destroyprobelegal_obj_long_02a=Destroy the PDC Monitor.
- destroyprobelegal_obj_marker_01=Destroy Monitors
- destroyprobelegal_obj_short_01=Go To ~mission(Location)
- destroyprobelegal_obj_short_02=Destroy All Monitors Before Upload
- destroyprobelegal_obj_short_02a=Destroy Monitor
- destroyprobelegal_probe_0001=a PDC Monitor
- destroyprobelegal_probe_0002=two monitors
- destroyprobelegal_probe_0003=three monitors
- destroyprobelegal_probe_0004=four monitors
- destroyprobelegal_probe_0005=five monitors
- destroyprobelegal_probe_0006=six monitors
- destroyprobelegal_probe_0007=seven monitors
- destroyprobelegal_probe_0008=eight monitors
- destroyprobelegal_probe_0009=nine monitors
- destroyprobelegal_probe_0010=ten monitors
- destroyprobelegal_timed_0001=This is priority contract so you'll need to resolve this quickly.
- destroyprobelegal_timed_0002=The higher-ups are desperate to get this problem resolved. You'll need to move quickly on this.
- destroyprobelegal_timed_0003=Every second these things are active it puts people in danger, so if accepted, you'll be working on a clock.
- destroyprobelegal_timed_0004=Make sure you're schedule's free. This has to be handled now.
- destroyprobelegal_timed_0005=Time is of the essence, so move quickly.
- destroyprobelegal_title=~mission(Contractor|DestroyProbeTitle)
- destroyprobelegal_title_0001=Security Threat
- destroyprobelegal_title_0002=Unauthorized Surveillance
- destroyprobelegal_title_0003=Combat Pilots Needed
- destroyprobelegal_title_0004=Search and Destroy
- destroyprobelegal_title_0005=Local Security Threat
- destroystash_desc=~mission(Contractor|DestroyStashDescription)
- destroystash_from=~mission(Contractor|DestroyStashFrom)
- destroystash_obj_long_01=Destroy entirity of the llegal narcotics stash stored at ~mission(UGFDestination).
- destroystash_obj_marker_01=Narcotics
- destroystash_obj_short_01=Destroy Narcotics
- destroystash_remaining_objective=Remaining Narcotics: %ls
- destroystash_subobj_long_01=Travel to ~mission(UGFDestination) and locate narcotics stash.
- destroystash_subobj_marker_01=Stash
- destroystash_subobj_short_01=Go To Stash
- destroystash_title=~mission(Contractor|DestroyStashTitle)
- dfm_ac_ctc_EnemyBase=Enemy Base
- dfm_ac_ctc_EnemyCore=Enemy Core
- dfm_ac_ctc_HomeBase=Home Base
- dfm_ac_ctc_HomeCore=Home Core
- dfm_ac_tut_button00=[DEBUG] When on foot push [~action(player|xi_movey)] in the direction you wish to walk.<b></b>
- dfm_ac_tut_message00=[DEBUG] Hello [~action(spaceship_hud|v_hud_confirm,?)] capers ~image(Joypad_A.png|64|64)] world [~action(spaceship_hud|v_hud_confirm)]
- dfm_ac_ui_AutoJoinWarning_param_param=Automatically joining the match in %i %s
- dfm_ac_ui_BusyButton=NOT READY
- dfm_ac_ui_BusyTooltip=You are READY
- dfm_ac_ui_ButtonBack=RETURN
- dfm_ac_ui_ButtonQuit=EXIT MENU
- dfm_ac_ui_canceled_by_host_message=Match canceled by host
- dfm_ac_ui_canceled_by_service_message=Match canceled by service
- dfm_ac_ui_ChatMessageHost= is now the host
- dfm_ac_ui_ChatMessageJoin= has joined the lobby.
- dfm_ac_ui_ChatMessageKick= has been kicked from the lobby.
- dfm_ac_ui_ChatMessageLeft= has left the lobby.
- dfm_ac_ui_ConnectionPopUpButtonBackward=CANCEL
- dfm_ac_ui_ConnectionPopUpButtonForward=JOIN
- dfm_ac_ui_DomainMatchTypeButtonBack=RETURN
- dfm_ac_ui_DomainMatchTypeButtonDesc1=Fly a custom mission with your friends or with thousands of potential friends and foes connected via Aciedo CommRelay.
- dfm_ac_ui_DomainMatchTypeButtonDesc2=Hone your skills versus cutting-edge drone programs.
- dfm_ac_ui_DomainMatchTypeButtonDesc3=Report for Flight Training in this Original Systems training module
- dfm_ac_ui_DomainMatchTypeButtonExit=EXIT SIM
- dfm_ac_ui_DomainMatchTypeButtonText1=SPECTRUM MATCH
- dfm_ac_ui_DomainMatchTypeButtonText2=DRONE SIM
- dfm_ac_ui_DomainMatchTypeButtonText3=BASIC FLIGHT TRAINING
- dfm_ac_ui_DomainMatchTypeScreenDesc=Welcome to Arena Commander. Choose below to connect with other pilots or battle drone opponents.
- dfm_ac_ui_DomainMatchTypescreenDescription=Choose below to connect with other pilots or battle drone opponents.
- dfm_ac_ui_DomainMatchTypeScreenName=ARENA COMMANDER
- dfm_ac_ui_DroneSimMatchSetupButtonBack=RETURN
- dfm_ac_ui_DroneSimMatchSetupButtonStart=LAUNCH
- dfm_ac_ui_DroneSimMatchSetupScreenDesc=Set your mission parameters and get fighting, pilot.
- dfm_ac_ui_DroneSimMatchSetupScreenName=DRONE SIM MAIN MENU
- dfm_ac_ui_DroneSimMatchSetupSettingsLabel=Game Settings
- dfm_ac_ui_EALoadingAnimName=_ARENACMDR.EAP
- dfm_ac_ui_ExitPopUpButtonBack=CANCEL
- dfm_ac_ui_ExitPopUpButtonForward=YES
- dfm_ac_ui_ExitPopUpDesc=ARE YOU SURE YOU WANT TO EXIT?
- dfm_ac_ui_GameModeDesc_Multiplayer=Various online game modes with up to 16 pilots.
- dfm_ac_ui_GameModeDesc_Private=Custom and private unranked matches.
- dfm_ac_ui_GameModeDesc_Singleplayer=Offline play to practice your dogfighting and racing skills.
- dfm_ac_ui_GameSelectionButtonDesc1=Play Arena Commander
- dfm_ac_ui_GameSelectionButtonDesc2=Play Star Marine
- dfm_ac_ui_GameSelectionButtonText1=ARENA COMMANDER
- dfm_ac_ui_GameSelectionButtonText2=STAR MARINE
- dfm_ac_ui_GameSelectionScreenDesc=Select a game
- dfm_ac_ui_GameSelectionScreenName=GAME SELECTION
- dfm_ac_ui_JoinPopUpButtonBack=CANCEL
- dfm_ac_ui_JoinPopUpButtonForward=JOIN
- dfm_ac_ui_JoinPopUpDesc0=Enter match ID
- dfm_ac_ui_JoinPopUpDesc1=Enter lobby ID
- dfm_ac_ui_JoinPopUpStatusInvalid=Lobby ID invalid, try again
- dfm_ac_ui_JoinPopUpStatusValid=Lobby ID valid
- dfm_ac_ui_JoinPopUpStatusValidating=Validating the entered lobby ID
- dfm_ac_ui_JoinPopUpText0=MATCH ID
- dfm_ac_ui_JoinPopUpText1=LOBBY ID
- dfm_ac_ui_LoadingScreenMatchId=MATCH ID
- dfm_ac_ui_loadoutButtonText=Customize
- dfm_ac_ui_loadoutWarningPopUpText=A dogfighting mission type is selected and a loadout is no longer required. The match cannot begin until you exit this screen. Do you wish to exit this screen?
- dfm_ac_ui_lobby_error_ClientInvalidShip=You do not have a valid ship selected
- dfm_ac_ui_lobby_error_FailedPartyAuthorization=Party token was not recognized
- dfm_ac_ui_lobby_error_FailedPartyCreate=Failed to create a party
- dfm_ac_ui_lobby_error_FailedPlayerCreate=Failed to create the client player
- dfm_ac_ui_lobby_error_FailedToCreateParty=Failed to create a party
- dfm_ac_ui_lobby_error_FailedToJoinParty=Failed to join party
- dfm_ac_ui_lobby_error_format=LOBBY ERROR - %s (CODE %i)\n%s
- dfm_ac_ui_lobby_error_InvalidGameServerSettings=Invalid game server settings
- dfm_ac_ui_lobby_error_InvalidPlayerHandle=Invalid player handle
- dfm_ac_ui_lobby_error_NoShipAvailable=No flyable ship is available
- dfm_ac_ui_lobby_error_PartyDoesNotExist=The party does not exist
- dfm_ac_ui_lobby_error_PlayerCountTooHigh=Your lobby contains too many players to enter a ranked match. Reduce to 4 or fewer.
- dfm_ac_ui_lobby_error_PlayerCountTooLow=There are not enough players in the lobby
- dfm_ac_ui_lobby_error_PlayerInvalidShip=Player %S does not have a valid ship selected
- dfm_ac_ui_lobby_error_PlayerInvalidShips=Some players do not have a valid ship selected
- dfm_ac_ui_lobby_error_PlayerLacksMapPermission=Player %S does not have the required map permission
- dfm_ac_ui_lobby_error_PlayerLacksMissionTypePermission=Player %S does not have the required mission type permission
- dfm_ac_ui_lobby_error_PlayerLacksPermission=Player %S does not have the permissions to participate in this mode & map combination
- dfm_ac_ui_lobby_error_PlayerMissingShip=Player %S does not have a ship selected
- dfm_ac_ui_lobby_error_PlayerMissingShips=Some players do not have a ship selected
- dfm_ac_ui_lobby_error_PlayerNotReady=Player %S is not ready
- dfm_ac_ui_lobby_error_PlayersLackMapPermission=Some players do not have the required map permission
- dfm_ac_ui_lobby_error_PlayersLackMissionTypePermission=Some players do not have the required mission type permission
- dfm_ac_ui_lobby_error_PlayersLackPermission=Some players do not have the permissions to participate in this mode & map combination
- dfm_ac_ui_lobby_error_PlayersNotReady=Some players are not ready
- dfm_ac_ui_lobby_error_sub_type=Service Response
- dfm_ac_ui_lobby_error_TeamEmpty=Team %i is empty
- dfm_ac_ui_lobby_error_timeout=A response was never received from the host
- dfm_ac_ui_lobby_error_UnknownRequest=Unknown request received
- dfm_ac_ui_LobbyInvite=INVITE
- dfm_ac_ui_LobbyKickPlayer=KICK PLAYER
- dfm_ac_ui_LobbyTeamChange=SWITCH TEAM
- dfm_ac_ui_MapDescBrokenMoon=Formerly part of Kellar's Run, Taranis system is one of the more notorious and dangerous places in the known systems. The vast fields of asteroids offer plenty of hiding places for assassins and bushwhackers.
- dfm_ac_ui_MapDescCrusader=Crusader
- dfm_ac_ui_MapDescDyingStar=Pyro system didn't get its name by accident. The central star is in the middle of the prolonged nova phase, burning out the planets in the system. While dangerous, it's a morbid kind of beauty.
- dfm_ac_ui_MapDescDyingStar1=Learn how to perform a fully-manual vertical take-off in hangar, the most challenging type there is.
- dfm_ac_ui_MapDescDyingStar2=Learn how to perform some basic maneuvers.
- dfm_ac_ui_MapDescDyingStar3=Gain the basic knowledge needed to survive a dogfight.
- dfm_ac_ui_MapDescDyingStar4=Learn how to land your ship manually as well as how to interact with your ship's systems.
- dfm_ac_ui_MapDescDyingStar5=Learn more advanced flight maneuvers in this high speed race through an asteroid field.
- dfm_ac_ui_MapDescDyingStar6=You'll need to use all your training to survive this surprise encounter.
- dfm_ac_ui_MapDescNewHorizonSpeedway=Built on the planet Green in Ellis system, New Horizon is home to the Empire's most expensive hotels and extravagant casinos and has just recently been cleared to host both Classic and Blitz races.
- dfm_ac_ui_MapDescNewHorizonSpeedway0=One of the oldest active courses in racing. It's no longer considered an eligible race track, so any race here is considered Clean (a term which can encapsulate any amateur, non-pro or underground race). Most pilots have cut their teeth on Old Van so it's one of the more beloved tracks in the Empire.
- dfm_ac_ui_MapDescNewHorizonSpeedway1=A standard fixture in Murray Cup qualifiers, Rikkord Memorial has always been a great separator between the amateurs and the professionals.
- dfm_ac_ui_MapDescNewHorizonSpeedway2=A dangerous course that has claimed many aspiring pilots' ships. The Crucible isn't always in the Murray Cup's rotation of tracks. Many feel that it's too difficult and unnecessarily risks pilots for better spec broadcasting.
- dfm_ac_ui_MapNameBrokenMoon=Broken Moon
- dfm_ac_ui_MapNameCrusader=Crusader
- dfm_ac_ui_MapNameDeffordLink=Defford Link
- dfm_ac_ui_MapNameDyingStar=Dying Star
- dfm_ac_ui_MapNameDyingStar0=First-Person Movement
- dfm_ac_ui_MapNameDyingStar1=Take-Off
- dfm_ac_ui_MapNameDyingStar2=Basic Maneuvers
- dfm_ac_ui_MapNameDyingStar3=Basic Combat
- dfm_ac_ui_MapNameDyingStar4=Landing
- dfm_ac_ui_MapNameDyingStar5=Advanced Maneuvers
- dfm_ac_ui_MapNameDyingStar6=Advanced Combat
- dfm_ac_ui_MapNameNewHorizonSpeedway=New Horizon Speedway
- dfm_ac_ui_MapNameNewHorizonSpeedway0=Old Vanderval (New Horizon Speedway)
- dfm_ac_ui_MapNameNewHorizonSpeedway1=Rikkord Memorial Raceway (New Horizon Speedway)
- dfm_ac_ui_MapNameNewHorizonSpeedway2=Defford Link (New Horizon Speedway)
- dfm_ac_ui_MapNameOldVanderval=Old Vanderval
- dfm_ac_ui_MapNameRikkordMemorial=Rikkord Memorial Raceway
- dfm_ac_ui_match_not_found_message=No match found
- dfm_ac_ui_MatchId_param=: Match ID %S
- dfm_ac_ui_MessageConnecting=Trying to connect to the game host
- dfm_ac_ui_MessageConnectionFail=Could not connect to the game host
- dfm_ac_ui_MessageInvalid=Invalid
- dfm_ac_ui_MessageJoinFail=Private join failed, check match ID
- dfm_ac_ui_MessageMatchFound=Match found
- dfm_ac_ui_MessageMatchJoin=Attempting to find match
- dfm_ac_ui_MessageNoMatchFound=No match found
- dfm_ac_ui_MessageNoServer=No host found
- dfm_ac_ui_MessagePrivateCreate=Requesting private host
- dfm_ac_ui_MessagePublic=Searching for match
- dfm_ac_ui_MessageTimeout=Host timed out, try again
- dfm_ac_ui_MessageWaiting=Waiting for available game host. Your position in the queue is
- dfm_ac_ui_MissionTypeDescDFM_BattleRoyale=Pilots must reach the target score before they can win with a final kill.
- dfm_ac_ui_MissionTypeDescDFM_CaptureTheCore=Teams must steal the opposition's core whilst defending their own in order to combine the two and score.
- dfm_ac_ui_MissionTypeDescDFM_Conquest=<todo><TODO></todo>
- dfm_ac_ui_MissionTypeDescDFM_DeathRace=Combining speed and combat, Blitz races contain hot zones which activate your weapons for fleeting, but furious battles. Winners are the first to cross the finish line. Champions are the ONLY ones to cross the finish line.
- dfm_ac_ui_MissionTypeDescDFM_FreeFlight=Explore without the need to kill.
- dfm_ac_ui_MissionTypeDescDFM_FreeFlight_MP=Explore without the need to kill. Meet with fellow pilots on landing pads. Inspect and even exchange ships. But beware: not all pilots are certain to be friendly.
- dfm_ac_ui_MissionTypeDescDFM_Pirate_Swarm=Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat. 1-4 players.
- dfm_ac_ui_MissionTypeDescDFM_Race=Pure racing. Push your ship to its limit and be the first to cross the finish line.
- dfm_ac_ui_MissionTypeDescDFM_SquadronBattle=Teams must reduce the opposition's tickets to zero before scoring a final kill to win.
- dfm_ac_ui_MissionTypeDescDFM_Survival=Hold off an overwhelming Vanduul onslaught led by several infamous ace pilots. UEE ships are in limited supply so excessive casualties will result in defeat. 1-4 players.
- dfm_ac_ui_MissionTypeDescDFM_Survival_Coop=Hold off an overwhelming Vanduul onslaught led by several infamous ace pilots. UEE ships are in limited supply so excessive casualties will result in defeat. 1-4 players.
- dfm_ac_ui_MissionTypeDescDFM_Tutorial=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
- dfm_ac_ui_MissionTypeDescFPS_Control=Battle for dominance as you and your team fight to hold the Control Points before time runs out.
- dfm_ac_ui_MissionTypeDescFPS_Elimination=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
- dfm_ac_ui_MissionTypeDescFPS_Practice=Training
- dfm_ac_ui_MissionTypeDescFPS_TeamDeathmatch=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
- dfm_ac_ui_MissionTypeNameDFM_BattleRoyale=Battle Royale
- dfm_ac_ui_MissionTypeNameDFM_CaptureTheCore=Capture the Core
- dfm_ac_ui_MissionTypeNameDFM_Conquest=Conquest
- dfm_ac_ui_MissionTypeNameDFM_DeathRace=Blitz Race
- dfm_ac_ui_MissionTypeNameDFM_FreeFlight=Free Flight
- dfm_ac_ui_MissionTypeNameDFM_Pirate_Swarm=Pirate Swarm
- dfm_ac_ui_MissionTypeNameDFM_Race=Classic Race
- dfm_ac_ui_MissionTypeNameDFM_SquadronBattle=Squadron Battle
- dfm_ac_ui_MissionTypeNameDFM_Survival=Vanduul Swarm
- dfm_ac_ui_MissionTypeNameDFM_Survival_Coop=Vanduul Swarm
- dfm_ac_ui_MissionTypeNameDFM_Tutorial=Basic Flight Training
- dfm_ac_ui_MissionTypeNameEA_Conquest=Last Stand
- dfm_ac_ui_MissionTypeNameEA_Rush=Theatres of War
- dfm_ac_ui_MissionTypeNameFPS_Control=Last Stand
- dfm_ac_ui_MissionTypeNameFPS_Elimination=Elimination
- dfm_ac_ui_MissionTypeNameFPS_Practice=Familiarize yourself with map layouts, practice maneuvers and hone your combat skills in this live fire exercise.
- dfm_ac_ui_MissionTypeNameFPS_TeamDeathmatch=Team Elimination
- dfm_ac_ui_MurrayCup=Murray Cup
- dfm_ac_ui_MurrayCupDescription=Murray Cup Description
- dfm_ac_ui_NotificationPartyInvite=Party Invite
- dfm_ac_ui_NotificationPartyInviteDirect=Invite from %S
- dfm_ac_ui_NotificationPartyInviteMessage=%S has invited you to join a game. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
- dfm_ac_ui_param_Of_param=%i of %i
- dfm_ac_ui_PlayerAlreadyInGroup= is already in a game
- dfm_ac_ui_PrivateMatchSetupButtonBack=RETURN
- dfm_ac_ui_PrivateMatchSetupButtonStart=LAUNCH
- dfm_ac_ui_PrivateMatchSetupScreenDesc=Choose your mission type and map name to launch your battle experience.
- dfm_ac_ui_PrivateMatchSetupScreenName=SPECTRUM / PRIVATE MATCH
- dfm_ac_ui_PrivateMatchTypeButtonBack=BACK
- dfm_ac_ui_PrivateMatchTypeButtonDesc1=Set your parameters and location for you and your friends.
- dfm_ac_ui_PrivateMatchTypeButtonDesc2=Enter a match ID to find your friend's match.
- dfm_ac_ui_PrivateMatchTypeButtonText1=CREATE
- dfm_ac_ui_PrivateMatchTypeButtonText2=JOIN
- dfm_ac_ui_PrivateMatchTypeScreenDesc=Join your friends in their own personal battlefield or create your own.
- dfm_ac_ui_PrivateMatchTypeScreenName=PRIVATE MATCH
- dfm_ac_ui_PublicMatchSetupButtonBack=RETURN
- dfm_ac_ui_PublicMatchSetupButtonStart=LAUNCH
- dfm_ac_ui_PublicMatchSetupScreenDesc= Choose your mission type and map name to launch your battle experience.
- dfm_ac_ui_PublicMatchSetupScreenName=SPECTRUM / PUBLIC MATCH
- dfm_ac_ui_ReadyButton=READY
- dfm_ac_ui_ReadyButtonRobust=I'M READY
- dfm_ac_ui_ReadyTooltip=You are NOT READY
- dfm_ac_ui_RulesCockpitView=Cockpit View Enabled
- dfm_ac_ui_RulesFriendlyFire=Friendly Fire Enabled
- dfm_ac_ui_RulesLapCount=Lap Count
- dfm_ac_ui_RulesMaxPlayers=Maximum Number of Players
- dfm_ac_ui_RulesStartingTickets=Starting Tickets
- dfm_ac_ui_RulesTargetScore=Target Score
- dfm_ac_ui_RulesTimeLimit=Time Limit
- dfm_ac_ui_Second=second
- dfm_ac_ui_Seconds=seconds
- dfm_ac_ui_SelectedLoadout=Selected Loadout
- dfm_ac_ui_ServerMessagePopUpButtonBack=RETURN
- dfm_ac_ui_ServiceError_Generic=Lobby service error (%S)
- dfm_ac_ui_ShipSelectionButtonBack=EXIT MENU
- dfm_ac_ui_ShipSelectionScreenDesc=Choose your ship
- dfm_ac_ui_ShipSelectionScreenName=SHIP SELECTION
- dfm_ac_ui_SpectrumMatchButtonBack=BACK
- dfm_ac_ui_SpectrumMatchButtonDesc1=Test your skills against other Civilians and Citizens.
- dfm_ac_ui_SpectrumMatchButtonDesc2=Create your own match and invite your friends.
- dfm_ac_ui_SpectrumMatchButtonDesc3=Enter a match ID to find your friend's match.
- dfm_ac_ui_SpectrumMatchButtonText1=PUBLIC MATCH
- dfm_ac_ui_SpectrumMatchButtonText2=PRIVATE MATCH
- dfm_ac_ui_SpectrumMatchButtonText3=ENTER FRIEND CODE
- dfm_ac_ui_SpectrumMatchScreenDesc=Choose whether you'd like to find fellow combatants over the Spectrum or join a private game.
- dfm_ac_ui_SpectrumMatchScreenName=SPECTRUM MATCH
- dfm_ac_ui_StarMarineMatchTypeButtonDesc1=Test your skills in a ranked Spectrum match
- dfm_ac_ui_StarMarineMatchTypeButtonDesc2=Battle in a Private match with your friends
- dfm_ac_ui_StarMarineMatchTypeButtonText1=RANKED MATCH
- dfm_ac_ui_StarMarineMatchTypeButtonText2=PRIVATE MATCH
- dfm_ac_ui_StarMarineMatchTypeScreenDesc=Test your skills in a ranked Spectrum match or battle in a Private match with your friends.
- dfm_ac_ui_StarMarineMatchTypeScreenName=STAR MARINE
- dfm_ac_ui_Team1=TEAM 1
- dfm_ac_ui_Team2=TEAM 2
- dfm_ac_ui_ToolTipNextGameMode=Next Mission Type
- dfm_ac_ui_ToolTipNextMap=Next Map
- dfm_ac_ui_ToolTipPrevGameMode=Previous Mission Type
- dfm_ac_ui_ToolTipPrevMap=Previous Map
- dfm_ac_ui_TutorialMatchSetupScreenDesc=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
- dfm_ac_ui_TutorialMatchSetupScreenName=BASIC FLIGHT TRAINING
- dfm_ac_ui_VictoryTimeLimitDesc=Time limit for the match in minutes
- dfm_ac_ui_VictoryTimeLimitToolTip=Match duration
- dfm_crusader_AlphaStation=Port Olisar
- dfm_crusader_cellin=Cellin
- dfm_crusader_CharlieStation=Covalex Shipping Hub
- dfm_crusader_CharlieStation_smuggler_base=The Stash
- dfm_crusader_CharlieStation_smuggler_drop=Dead Drop
- dfm_crusader_covalex_shipping_hub=Covalex Shipping Hub
- dfm_crusader_crusader=Stanton System
- dfm_crusader_daymar=Daymar
- dfm_crusader_gainey=Gainey Asteroid
- dfm_crusader_port_olisar=Port Olisar
- dfm_crusader_yela=Yela
- dfm_RaceNewBestLap=New best lap
- dfm_sm_ui_Begin=BEGIN
- dfm_sm_ui_ChangeLoadout=(L) CHANGE LOADOUT
- dfm_sm_ui_EALoadingAnimName=_STARMRN.EAP
- dfm_sm_ui_GameModeDesc_Multiplayer=Join up to 24 players for unique and immersive multiplayer battles.
- dfm_sm_ui_GameModeDesc_Private=Custom and private unranked matches.
- dfm_sm_ui_LoadoutSaveMessage=Loadout Saved
- dfm_sm_ui_MapDescFPS_Demien=Originally built by the Hathor Group for the workers attempting to terraform Nexus II, OP Station Demien has earned a much darker reputation as the site of the infamous Walzer Massacre of 2935.
- dfm_sm_ui_MapDescFPS_Echo11=A former extraction facility, Echo Eleven was abandoned when the Hathor Group left the Nexus system and has since become a vile den of squatters and outlaws.
- dfm_sm_ui_MapNameFPS_Demien=OP Station Demien
- dfm_sm_ui_MapNameFPS_Echo11=Echo Eleven
- dfm_sm_ui_StarMarineLobbyPrivateScreenDesc=Play a private match with friends.
- dfm_sm_ui_StarMarineLobbyPrivateScreenName=PRIVATE MATCH
- dfm_sm_ui_StarMarineLobbyRankedScreenDesc=Choose your mission type and map to launch your ranked battle experience.
- dfm_sm_ui_StarMarineLobbyRankedScreenName=RANKED MATCH
- dfm_ui_AceAward=Ace Award
- dfm_ui_AceKill=Ace Kill
- dfm_ui_AceKillStreak=Ace Spree
- dfm_ui_Active=Tracked
- dfm_ui_AdvMissileLocking=Dumb-fire missiles need no lock and fire instantly but have no tracking capability.\nHeat-seeking missiles require the target to remain in front of the ship for an amount of time dictated by several factors including your distance from the target and their infra-red emissions. Cross-section missiles (like the type your ship is armed with) focuses its tracking on the ships size and geometry. So the further away you are from the enemy, the harder it is for the missile to track.
- dfm_ui_AdvMissileLocking_Title=Missile Locking (2/2)
- dfm_ui_Afterburner=Afterburner increases the output of your main thrusters at the cost of boost fuel. Use it to rapidly close the distance to your target.\nBoost and Afterburner are not available in Precision mode.\n[~action(spaceship_movement|v_afterburner)] and hold to activate afterburner.<boost key=""></boost>
- dfm_ui_Afterburner_Title=Afterburner
- dfm_ui_AlertShieldsDown=ALERT: SHIELDS DOWN
- dfm_ui_AssistedKillOn_param=Assisted kill on %S
- dfm_ui_Attack=Attack
- dfm_ui_Ballistic=ballistic
- dfm_ui_Boosting=To overpower your ship's maneuvering thrusters hold [~action(spaceship_movement|v_boost)]. This will increase your acceleration, but once your ship reaches its top speed the effect of Boost will be negligible.\nBoosting also helps you perform sharp turns by overpowering your maneuvering thrusters to help you achieve a tighter turn.\nYour ship can store a limited amount of the fuel which is used up while Boosting though this does replenish as gases are collected during normal flight.\nIt is important that you bear this in mind and use Boost only in the situations it will make most difference.
- dfm_ui_Boosting_Title=Boosting
- dfm_ui_BountyHunter=Bounty Hunter
- dfm_ui_CarrierDefender=Carrier Defender
- dfm_ui_CheapShot=Cheap Shot
- dfm_ui_Civilian=Civilian
- dfm_ui_Collectible_NoReward=%s %s
- dfm_ui_Collectible_Reward=%s %s, reward %i
- dfm_ui_CombatHealButtonPrompt=Tap [~action(player|combatheal)] to heal!
- dfm_ui_CombatHealTeamMateButtonPrompt=Hold [~action(player|combatheal)] to heal teammate
- dfm_ui_Completed=Completed
- dfm_ui_Comstab=COMSTAB is a system which manages your ship’s inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
- dfm_ui_Comstab_Pad=COMSTAB is a system which manages your ship’s inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can toggle COMSTAB by pressing [~action(spaceship_movement|v_ifcs_toggle_comstab)].
- dfm_ui_Comstab_Title=Comstab
- dfm_ui_Control_Frame=The control frame reticle (CFR) shows the goal attitude that your ship is trying to attain. When torque/thruster error or other outside forces prevent the ship from attaining the goal the control frame reticle will deviate from the nose reticle. In these circumstances you should rely on the control frame reticle to pilot the ship as the forward velocity vector will always be in that direction. IFCS will then drive the nose reticle toward the CFR as it corrects the error.
- dfm_ui_Control_Frame_Title=Control Frame Title
- dfm_ui_ControlTerminalDefended=Terminal Defender
- dfm_ui_ControlTerminalHackerKilled=Hacker Kill
- dfm_ui_CoreDefender=Core Defender
- dfm_ui_Countermeasures=When a missile is locked on your ship or an enemy is trying to achieve missile lock, you can attempt to break lock by using a countermeasure.\nTo fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
- dfm_ui_Countermeasures_Cont=\nCountermeasures are designed to disrupt specific types of missiles lock.\n~icon(Flare|22|22) The flare produces an intense burst of heat in an attempt to lure any pursuing heat-seeking missiles away from your ship. Flares burn out quickly so missiles may reacquire lock-on if you fire on too early.\n~icon(Chaff|22|22) The chaff explodes into an expanding cloud of tiny filaments designed to confuse radar systems and break the lock of missiles with an electromagnetic lock-on system.\nYou can cycle the type of countermeasure armed by pressing [~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd)].
- dfm_ui_Countermeasures_Reminder=To fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
- dfm_ui_Countermeasures_Title=Countermeasures (1/2)
- dfm_ui_Countermeasures_Title_Cont=Countermeasures (2/2)
- dfm_ui_Critical_AmmoFull=BALLISTICS FULL
- dfm_ui_Critical_AmmoReplenished=%dx BALLISTICS REPLENISHED
- dfm_ui_Critical_BecameAce=BECAME AN ACE
- dfm_ui_Critical_ClaimedFirstBlood=CLAIMED FIRST BLOOD
- dfm_ui_Critical_EnemyTeam_OnFinalKill=ENEMY TEAM ON FINAL KILL
- dfm_ui_Critical_FriendlyTeam_OnFinalKill=YOUR TEAM REQUIRES A FINAL KILL
- dfm_ui_Critical_FuelFull=FUEL FULL
- dfm_ui_Critical_FuelReplenished=%d%% FUEL REPLENISHED
- dfm_ui_Critical_HealthFull=HEALTH FULL
- dfm_ui_Critical_Local_Ace=YOU BECAME AN ACE
- dfm_ui_Critical_Local_FirstBlood=YOU CLAIMED FIRST BLOOD
- dfm_ui_Critical_Local_KillingSpree=YOU ARE ON A KILLING SPREE
- dfm_ui_Critical_Local_OnFinalKill=YOU REQUIRE A FINAL KILL
- dfm_ui_Critical_Local_TeamDamage_Caution=FRIENDLY FIRE IS UNACCEPTABLE
- dfm_ui_Critical_Local_TeamDamage_Dismissal=FRIENDLY FIRE IS NOT TOLERATED
- dfm_ui_Critical_Local_TeamDamage_Warning=FRIENDLY FIRE IS UNACCEPTABLE
- dfm_ui_Critical_MissilesFull=MISSILES FULL
- dfm_ui_Critical_MissilesReplenished=%dx MISSILES REPLENISHED
- dfm_ui_Critical_OnFinalKill=ON FINAL KILL
- dfm_ui_Critical_OnKillingSpree=IS ON A KILLING SPREE
- dfm_ui_Critical_RespawnsReplenished=%dx RESPAWNS REPLENISHED
- dfm_ui_Critical_VehicleRepaired=REPAIRED BY %d%%
- dfm_ui_Crusader_Security=Crusader Security
- dfm_ui_CryAstro_FuelShip=Cry-Astro Fuel Tanker
- dfm_ui_CryAstroDelivery=Cry-Astro Delivery
- dfm_ui_Current_Wanted_Level=%i
- dfm_ui_CutterVillas=Cutter Villas
- dfm_ui_Deactive=Untracked
- dfm_ui_DecoupledMode=Pressing [~action(spaceship_movement|v_ifcs_toggle_vector_decoupling)] will disable your main thruster allowing your ship to rotate freely with maneuvering thrusters whilst maintaining its current momentum and trajectory.\nYou can employ this technique if you have an enemy on your tail and wish to engage them without having to outmaneuver them first, but be aware that travelling through space facing the opposite direction is a dangerous tactic.
- dfm_ui_DecoupledMode_Title=Decoupled Mode
- dfm_ui_Defend=Defend
- dfm_ui_Delivery=Delivery
- dfm_ui_Drone=Training Drone
- dfm_ui_Eject=EJECT
- dfm_ui_Ejection=In the event of your ship taking critical damage it may be necessary to eject in order to save your life. You can do this by pressing [~action(spaceship_general|v_eject)].\nAlthough you may have cheated death in the short term, you will be left to contend with the dangers of space itself.
- dfm_ui_ejection_penalty_msg=Premature ejection respawn penalty +%1.f seconds
- dfm_ui_Ejection_Title=Ejection
- dfm_ui_EMP_CHARGE=EMP Charge:
- dfm_ui_EMPOffline=EMP System Offline
- dfm_ui_EmpWarning=WARNING: EMP DETECTED
- dfm_ui_EnemyTeamRequiresAFinalKillForVictory=Enemy team requires a final kill for victory!
- dfm_ui_Event_param_param_ReadyGameStartsIn_param_Seconds=%i / %i ready, game starts in %i seconds
- dfm_ui_EventCheckpoint_param_param=Checkpoint %i/%i
- dfm_ui_EventEnemyCoreReturned=Enemy core returned
- dfm_ui_EventEveryoneIsReadyGameStarting=Everyone is ready, game starting...
- dfm_ui_EventGameIsFull=Game is full, game starts in %i seconds
- dfm_ui_EventWeaponsOffline=Weapons offline
- dfm_ui_EventWeaponsOnline=Weapons online
- dfm_ui_EventYourCoreReturned=Your core returned
- dfm_ui_Failed=Failed
- dfm_ui_FiringWeapons=To fire weapon group 1 hold [~action(spaceship_weapons|v_attack1_group1)], to fire weapon group 2 hold [~action(spaceship_weapons|v_attack1_group2)].\nOn your training ship group 1 is a ballistic weapon and group 2 is a pair of energy weapons.
- dfm_ui_FiringWeapons_Title=Firing Weapons
- dfm_ui_FirstBlood=First Blood
- dfm_ui_FlightInstructor=Gilly
- dfm_ui_FlightMode=Your ship is capable of various flight modes. It is currently operating in Precision mode which is used for take-off and landing and flying in situations where fine control is required. \nIn precision your velocity is limited to 50 m/s.
- dfm_ui_FlightMode_Advanced=Changing flight modes is context sensitive.\nWhen in Precision pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode up to SCM.\nIn SCM pressing [~action(spaceship_movement|v_ifcs_mode_shift)] while travelling less than 50 m/s will change the mode down to Precision, while pressing when over 50m/s will change the mode up to Cruise.\nFinally, while in Cruise pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode down to SCM.\n<flight mode="" button=""></flight>
- dfm_ui_FlightMode_Advanced_Reminder=Change your flight mode up from Precision to SCM by pressing [~action(spaceship_movement|v_ifcs_mode_shift)].
- dfm_ui_FlightMode_Advanced_Title=Flight Modes (4/4)
- dfm_ui_FlightMode_Advanced_Title_Reminder=Flight Modes Reminder
- dfm_ui_FlightMode_Cruise_Mode=The mode above SCM is Cruise.\nThis is a high velocity mode that sacrifices control for speed. Use it to travel more quickly through the local area. It can take some time to reach maximum cruise velocity and even longer to stop with your retro thrusters so be sure to plan your decelerations accordingly.\nCruise is disabled during Basic Training.
- dfm_ui_FlightMode_Cruise_Mode_Title=Flight Modes (3/4)
- dfm_ui_FlightMode_Precision=The mode above Precision is Space Combat Maneuvering (SCM).\nThis is the typical mode used in combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
- dfm_ui_FlightMode_Precision_Title=Flight Modes (2/4)
- dfm_ui_FlightMode_Title=Flight Modes (1/4)
- dfm_ui_FlightMode_Title_Reminder=Changing Flight Modes Reminder
- dfm_ui_FreeLook_Mouse=When using a mouse your view will be locked as this controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
- dfm_ui_FreeLook_Mouse_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
- dfm_ui_FreeLook_Other=To look around your cockpit, push [~action(spaceship_targeting|v_aim_yaw)] in the direction you want to look. After a short time without input, your view will be reset to the center.
- dfm_ui_FreeLook_Pad=When using the Game Pad's right stick your view will be locked as the right stick primarily controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to allow the right stick to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
- dfm_ui_FreeLook_Pad_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
- dfm_ui_FreeLook_Title=Free Look
- dfm_ui_GoodNight=Good Night
- dfm_ui_G-safe=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
- dfm_ui_G-safe_Pad=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can toggle G-safe by pressing [~action(spaceship_movement|v_ifcs_toggle_gforce_safety)].
- dfm_ui_G-safe_Title=G-safe
- dfm_ui_Headshot=Headshot
- dfm_ui_ifcsCruise=Cruise
- dfm_ui_ifcsPrecision=Precision
- dfm_ui_ifcsQuantum=Quantum
- dfm_ui_ifcsSCM=SCM
- dfm_ui_Info=Info
- dfm_ui_Interaction=When you are within range and looking in the direction of an interactable object a prompt will appear on screen.\nTo interact with the object press [~action(player|use)] while the prompt is on screen.
- dfm_ui_Interaction_Title=Interaction
- dfm_ui_ItemFieldDivider=/
- dfm_ui_ItemFieldMultipleParam= x%d
- dfm_ui_ITTS=With a target focused, your ship's targeting system will try to predict where you need to fire to hit the target with each of your weapons.\nIt does so by extending PIPs (Predicted Impact Point) from your Line of Sight reticule. Each PIP corresponds to a weapon and indicates where its projectiles will intercept given the distance and velocity of the target.\nPIPs are only predicted so if your target is far away it may alter its velocity and avoid the projectile. As a general rule, ballistic projectiles will take longer to reach a target than an energy projectile, therefore their PIPs will be projected further ahead.
- dfm_ui_ITTS_Title=Intelligent Target Tracking System
- dfm_ui_KillAssist=Kill Assist
- dfm_ui_KilledCoreCarrier=Carrier Kill
- dfm_ui_KillingSpreeAward=Killing Spree Award
- dfm_ui_KillingSpreeKill=Killing Spree Killer
- dfm_ui_KillingSpreeKillStreak=Kill Streak
- dfm_ui_Label_CriminalLevel=CRIMESTAT RATING
- dfm_ui_Label_KilledBy=KILLED BY:
- dfm_ui_Label_RespawnPenalty=RESPAWN PENALTY
- dfm_ui_Label_Ship=SHIP:
- dfm_ui_Label_Weapon=WEAPON
- dfm_ui_Landing=To toggle your ship's Landing System on and off press [~action(spaceship_movement|v_toggle_landing_system)]. Once engaged, any available landing zones within radar range will display as radar contacts with the nearest automatically becoming focused.\nBe aware that engaging the Landing System disables your combat targeting systems meaning you will lose the ability to lock and fire missiles.
- dfm_ui_Landing_Cont=To cycle through the available landing zones press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)] or to focus on the nearest press [~action(spaceship_targeting|v_target_nearest_hostile)].
- dfm_ui_Landing_Title=Landing (1/4)
- dfm_ui_Landing_Title_Cont=Landing (2/4)
- dfm_ui_LandingModes=With the Landing System enabled there are two modes in which you can land.\nYou will begin in Manual Mode. To automate the landing procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] and fly over the landing zone. This will catch you and set you down safely, though not as quickly as if you were to master a manual landing.
- dfm_ui_LandingModes_Title=Landing (4/4)
- dfm_ui_LightsOut=Lights Out
- dfm_ui_LoadoutCustomizationClassSelectionDesc=Customize loadouts based on the game modes they will be used in.
- dfm_ui_MartyrKill=Martyr Kill
- dfm_ui_MatchSpeed=When behind a target you can match their speed by pressing [~action(spaceship_movement|v_target_match_vel)].\nThis allows you to pursue a target without worrying about overshooting or collision if it decelerates suddenly.
- dfm_ui_MatchSpeed_Title=Match Speed
- dfm_ui_Message=Message
- dfm_ui_Minutes_Seconds_To_Respawn=%i:%i
- dfm_ui_Minutes_unit_Seconds_To_Respawn=%i:0%i
- dfm_ui_MissileEmpty=EMPTY
- dfm_ui_MissileFiring=Once you have achieved missile lock, hold [~action(spaceship_missiles|v_weapon_launch_missile)] to fire all of the missiles locked.
- dfm_ui_MissileFiring_Reminder=To lock a missile press [~action(spaceship_targeting|v_target_missile_lock_focused)].\n To fire locked missiles hold [~action(spaceship_missiles|v_weapon_launch_missile)].
- dfm_ui_MissileFiring_Title=Launching Missiles
- dfm_ui_MissileLocking=You can only lock missiles on the focus of your targeting system. Different missiles have different lock-on times and requirements, but as a general rule with the target in front of your ship press [~action(spaceship_targeting|v_target_missile_lock_focused)] to begin acquiring lock-on. The enemy ship will receive a warning tone to signal that a ship is attempting to lock on.\nIt is possible to lock multiple missiles onto a single target. You can do this by pressing [~action(spaceship_targeting|v_target_missile_lock_focused)] multiple times. The type and amount of missiles stacked will be shown beside the targeted ship.
- dfm_ui_MissileLocking_Title=Missile Locking (1/2)
- dfm_ui_MissileUnarmed=UNARMED
- dfm_ui_Movement_Mouse=When on foot hold [~action(player|moveforward)] to walk forward, [~action(player|moveback)] to walk backward, [~action(player|moveleft)] to walk left and [~action(player|moveright)] to walk right.
- dfm_ui_Movement_Pad=When on foot push [~action(player|xi_movey)] in the direction you want to walk.
- dfm_ui_Movement_Title=Movement
- dfm_ui_NearRestrictedArea=WARNING: Near Restricted Area
- dfm_ui_NemesisAward=Nemesis Award
- dfm_ui_NotificationCapturedTheCore=captured the core
- dfm_ui_NotificationDroppedTheCore=dropped the core
- dfm_ui_NotificationHasDrawnFirstBlood=has drawn first blood
- dfm_ui_NotificationIsOnAnAceKillStreak=is on an Ace Spree
- dfm_ui_NotificationPickedUpTheCore=picked up the core
- dfm_ui_NotificationReturnedTheCore=returned the core
- dfm_ui_ObstructingLandingArea=WARNING: Obstructing Landing Area
- dfm_ui_Off=OFF
- dfm_ui_On=ON
- dfm_ui_Out=out
- dfm_ui_OverviewPane=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed, but can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab1)].
- dfm_ui_OverviewPane_Pad=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed.
- dfm_ui_OverviewPane_Title=Overview Pane
- dfm_ui_OwnerReclaimedShip=Self-destruct initiated by ship owner
- dfm_ui_param_alpha_uec=%d aUEC
- dfm_ui_param_aUEC=aUEC
- dfm_ui_param_award_rec=%d REC
- dfm_ui_param_FracKilometres=%.*f km
- dfm_ui_param_FracMetre=%.*f m
- dfm_ui_param_Kilometres=%s km
- dfm_ui_param_Metre=%i m
- dfm_ui_param_Mps=%0.0f m/s
- dfm_ui_param_PointOneKilometres=%0.1f km
- dfm_ui_param_RequiresAFinalKillForVictory=%S requires a final kill for victory!
- dfm_ui_param_UEC=UEC
- dfm_ui_Pirate=Pirate
- dfm_ui_Pirate350R=NovaRider 350R
- dfm_ui_PirateAuroraLN=NovaRider Aurora
- dfm_ui_PirateBuccaneer=NovaRider Buccaneer
- dfm_ui_PirateCaptain01=A-Burn
- dfm_ui_PirateCaptain02=Singer
- dfm_ui_PirateCaptain03=Ringo
- dfm_ui_PirateCaptain04=Boom Boom
- dfm_ui_PirateCaptain05=Fluster
- dfm_ui_PirateCaptain06=Headcase
- dfm_ui_PirateConstellation=NovaRider Connie
- dfm_ui_PirateCutlass=NovaRider Cutlass
- dfm_ui_PirateGladiator=NovaRider Gladiator
- dfm_ui_PirateGladius=NovaRider Gladius
- dfm_ui_PirateM50=NovaRider M50
- dfm_ui_PirateRaider=Pirate Raider
- dfm_ui_PirateRaiderCaptain=Pirate Raider Captain
- dfm_ui_PirateSabre=NovaRider Sabre
- dfm_ui_PirateVanguard=NovaRider Vanguard
- dfm_ui_PlanetProximityWarning=WARNING: Approaching planet gravitational field!
- dfm_ui_PlayerCommittedSuicide= committed suicide!
- dfm_ui_PlayersIdleEndingGameIn=Players idle. Ending game in...
- dfm_ui_PlayerUnknown=Unknown
- dfm_ui_PowerPane=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined). To reset the power allocation triangle you will need to hold down [~action(spaceship_power|v_power_reset_focus)].\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab3)].
- dfm_ui_PowerPane_Pad=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined).
- dfm_ui_PowerPane_Title=Power Pane
- dfm_ui_PreGameTimingOutEndingGameIn=
- dfm_ui_Press_X_ToReclaim=Press X to remote self-destruct
- dfm_ui_Press_X_ToRespawn=Press X to respawn
- dfm_ui_Press_x_ToRetry=Press X to retry
- dfm_ui_PrimaryScoreMsg_Accident=Accident
- dfm_ui_PrimaryScoreMsg_CaptureAssist=Capture Assist
- dfm_ui_PrimaryScoreMsg_CapturedEnemyCore=Captured enemy core
- dfm_ui_PrimaryScoreMsg_ControlTerminalCaptureAssist=Terminal Hack Assist
- dfm_ui_PrimaryScoreMsg_ControlTerminalCaptured=Terminal Captured
- dfm_ui_PrimaryScoreMsg_CrashRoberts=Crash Roberts
- dfm_ui_PrimaryScoreMsg_ForcedEject=Forced Ejection
- dfm_ui_PrimaryScoreMsg_ForcedError=Forced Error
- dfm_ui_PrimaryScoreMsg_Haemorrhage=Hemorrhage
- dfm_ui_PrimaryScoreMsg_Kill=Kill
- dfm_ui_PrimaryScoreMsg_PickedUpEnemyCore=Picked up enemy core
- dfm_ui_PrimaryScoreMsg_PlayerBledOut=Bleed Out Kill
- dfm_ui_PrimaryScoreMsg_ReturnedCore=Returned core
- dfm_ui_PrimaryScoreMsg_StealAssist=Steal Assist
- dfm_ui_PrimaryScoreMsg_Suicide=Suicide
- dfm_ui_PrimaryScoreMsg_TeamKill=Team Kill
- dfm_ui_PrimaryScoreMsg_TeamVehicleDamage=Team Vehicle Damage
- dfm_ui_PrimaryScoreMsg_TeamVehicleDestruction=Team Vehicle Destruction
- dfm_ui_PrimaryScoreMsg_VehicleDamage=Vehicle Damage
- dfm_ui_PrimaryScoreMsg_VehicleDestruction=Vehicle Destruction
- dfm_ui_QtAlignNotification=WARNING: Quantum Travel Align Notification
- dfm_ui_QuantumInterdictionAlert=WARNING: Quantum Interdiction Alert
- dfm_ui_RaceNoLapCount=-
- dfm_ui_RaceResettingLap=Resetting Lap
- dfm_ui_RearViewCamera=To access your ship's rear view camera hold [~action(spaceship_view|v_view_look_behind)].
- dfm_ui_RearViewCamera_Title=Rear View Camera
- dfm_ui_REC_Earned=REC EARNED
- dfm_ui_RedemptionAward=Nemesis Kill
- dfm_ui_ReloadButtonPrompt=Tap [~action(player|reload)] to reload your weapon
- dfm_ui_Reminder_Title=Reminder
- dfm_ui_RequestingPermission=Some landing zones require you to request permission to land. To request permission on the selected zone, press [~action(spaceship_movement|v_landing_target_lock)]. If permission is granted, that zone will be assigned to you, preventing other ships requesting the same landing zone and your radar will be replaced with the landing helper which will guide you to the zone and provide feedback on your progress.
- dfm_ui_RequestingPermission_Title=Landing (3/4)
- dfm_ui_Rescue=Rescue
- dfm_ui_Respawning=Respawning...
- dfm_ui_Respawns=RESPAWNS
- dfm_ui_RestrictedAreaAbove=WARNING: Restricted Area Above
- dfm_ui_RestrictedAreaAhead=WARNING: Restricted Area Ahead
- dfm_ui_RestrictedAreaAutopilot=WARNING: Autopilot Override Engaged
- dfm_ui_RestrictedAreaBehind=WARNING: Restricted Area Behind
- dfm_ui_RestrictedAreaBelow=WARNING: Restricted Area Below
- dfm_ui_RestrictedAreaLeft=WARNING: Restricted Area Left
- dfm_ui_RestrictedAreaRight=WARNING: Restricted Area Right
- dfm_ui_Result_param_ndPlace=%ind PLACE
- dfm_ui_Result_param_rdPlace=%ird PLACE
- dfm_ui_Result_param_stPlace=%ist PLACE
- dfm_ui_Result_param_thPlace=%ith PLACE
- dfm_ui_Result_Race=%S HAS WON THE RACE
- dfm_ui_Result_SingleTeam_Match=%S IS THE WINNER
- dfm_ui_ResultDefeat=DEFEAT
- dfm_ui_ResultDidNotFinish=DID NOT FINISH
- dfm_ui_ResultDraw=DRAW
- dfm_ui_ResultVictory=VICTORY
- dfm_ui_ResultWinners=WINNERS
- dfm_ui_ResurgenceAward=Resurgence
- dfm_ui_RevengeKill=Revenge Kill
- dfm_ui_Rolling_Mouse=You are able to roll your ship left by holding [~action(spaceship_movement|v_roll_left)] and right by holding [~action(spaceship_movement|v_roll_right)].
- dfm_ui_Rolling_Mouse_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll_left)] or [~action(spaceship_movement|v_roll_right)] until you have rotated your ship through 360 degrees.
- dfm_ui_Rolling_Other=You are able to roll your ship by holding [~action(spaceship_movement|v_roll)].
- dfm_ui_Rolling_Other_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll)] until you have rotated your ship through 360 degrees.
- dfm_ui_Rolling_Title=Rolling
- dfm_ui_RoundCounter=%d/%d
- dfm_ui_RoundCounterVerbose=Round %d of %d
- dfm_ui_RoundDuration=ROUND DURATION
- dfm_ui_RoundStandings=ROUND STANDINGS
- dfm_ui_RoundWinner=%S Win Round
- dfm_ui_Salvager=Salvager
- dfm_ui_Savior=Savior
- dfm_ui_SCM_Mode=Space Combat Maneuvering mode is the normal mode for combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
- dfm_ui_SCM_Mode_Title=SCM Mode
- dfm_ui_self_destruct_penalty_msg=Suicide respawn penalty +%1.f seconds
- dfm_ui_Self-destruct=Initiating your ship's Self-destruct sequence should be a final resort. Once this has been activated you will have a short time to exit the ship before its power plant overloads causing a devastating explosion.\nThe sequence can be toggled on and off by pressing [~action(spaceship_general|v_self_destruct)].
- dfm_ui_SelfDestruct=SELF DESTRUCT INITIALISED
- dfm_ui_Self-destruct_Reminder=Initiate the Self-destruct sequence by pressing [~action(spaceship_general|v_self_destruct)].
- dfm_ui_Self-destruct_Title=Self-destruct
- dfm_ui_SharpTurns=There are several techniques for improving cornering.\nThe easiest method is to hold down Boost and overpower your maneuvering thrusters to tighten your turn.\nAnother method is to hold down Space Brake to reduce the throttle then release when your ship is turning in the right direction at which point your previous throttle will quickly and automatically be reapplied.\nThe most difficult technique to perform well is to engage Decoupled Mode, turn your ship sharply in the direction you want to go, before disabling Decoupled Mode to engage your main thrusters once more.
- dfm_ui_SharpTurns_Title=Performing Sharp Turns
- dfm_ui_ShieldFace_Back=Back
- dfm_ui_ShieldFace_Bottom=Bottom
- dfm_ui_ShieldFace_Front=Front
- dfm_ui_ShieldFace_Left=Left
- dfm_ui_ShieldFace_Right=Right
- dfm_ui_ShieldFace_Top=Top
- dfm_ui_ShieldPane=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab4)].
- dfm_ui_ShieldPane_Pad=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.
- dfm_ui_ShieldPane_Title=Shield Pane
- dfm_ui_Shields=Your shields will protect the hull of your ship from damage from energy projectiles and absorb some of the energy from ballistic projectiles.\nIf they absorb more energy than they can dissipate they will overload and go down for a short time leaving your ship exposed.\nIt is important you monitor the status of your shields (your training ship has 4 shields: fore, aft, port and starboard) and if certain shields are taking more hits than others consider rotating your ship so that a different shield takes the hits.
- dfm_ui_Shields_Title=Shields
- dfm_ui_ShipPane=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview) [~action(spaceship_hud|v_hud_open_tab1)], WEAP (weapons) [~action(spaceship_hud|v_hud_open_tab2)], PWR (power) [~action(spaceship_hud|v_hud_open_tab3)] and SHLD (shields)[~action(spaceship_hud|v_hud_open_tab4)]. \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
- dfm_ui_ShipPane_Pad=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview), WEAP (weapons), PWR (power) and SHLD (shields). \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
- dfm_ui_ShipPane_Title=Ship Pane
- dfm_ui_SpaceBrake=Space Brake is used to slow your ship without the need to decrease the ship's throttle or counter its momentum. The moment Space Brake is released, the ship will throttle quickly back to the speed it was previously set.\nTo use the Space Brake hold [~action(spaceship_movement|v_brake)].
- dfm_ui_SpaceBrake_Title=Space Brake
- dfm_ui_Sprint=When on foot you must hold [~action(player|sprint)] to sprint whilst moving forward.
- dfm_ui_Sprint_Title=Sprint
- dfm_ui_SquadronRevengeKill=Team Revenge Kill
- dfm_ui_StateGameStartsIn=Game starts in...
- dfm_ui_StatePlayersNotReady=Players not ready
- dfm_ui_StateRaceEndingIn=Race ending in...
- dfm_ui_StateSkipIntro=Press X to skip intro
- dfm_ui_StateTooFewPlayers=Too few players
- dfm_ui_StateWaitingForPlayers=Waiting for players
- dfm_ui_Strafing_Other=Strafing is moving your ship using only your maneuvering thrusters. To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
- dfm_ui_Strafing_Other_Reminder=To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].
- dfm_ui_Strafing_Pad=Strafing is moving your ship using only your maneuvering thrusters. There are six directions in which all ships can strafe. \nTo strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
- dfm_ui_Strafing_Pad_Reminder=To strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].
- dfm_ui_Strafing_Title=Strafing
- dfm_ui_SymbolPercentage=%
- dfm_ui_TakeOff=When taking off from a governed landing zone you should request permission by pressing [~action(spaceship_movement|v_landing_target_lock)].\nYou can take-off without permission by simply strafing up, but you may incur penalties.\n
- dfm_ui_TakeOff_Cont=There are two take-off modes. You will begin in Manual Mode. To automate the entire take-off procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] (this is disabled for Basic Training).\nOnce clear of the landing zone and hangar, the Landing System will disengage and you will regain full control of your ship.
- dfm_ui_TakeOff_Cont_Title=Take-off (2/2)
- dfm_ui_TakeOff_Title=Take-off (1/2)
- dfm_ui_target=Target
- dfm_ui_TargetCycling=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts. To cycle through all contacts, enemy or otherwise, press [~action(spaceship_targeting|v_target_cycle_all_fwd)].
- dfm_ui_TargetCycling_Pad=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts.
- dfm_ui_TargetCycling_Title=Target Cycling
- dfm_ui_TargetFriendly=To cycle the focus of your targeting system through friendly radar contacts press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)].\nTargeted ships appear in the top right of your combat HUD and display the name, distance from and a holographic projection of the ship displaying shield status and damage state.
- dfm_ui_TargetFriendly_Title=Target Friendly
- dfm_ui_TargetNearestEnemy=To focus your targeting system on the nearest enemy radar contact press [~action(spaceship_targeting|v_target_nearest_hostile)].
- dfm_ui_TargetNearestEnemy_Pad=To focus your targeting system on the nearest enemy radar contact double tap [~action(spaceship_targeting|v_target_nearest_hostile)].
- dfm_ui_TargetNearestEnemy_Title=Target Nearest Enemy
- dfm_ui_Throttle_Mouse=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_up)].\nThrottling down [~action(spaceship_movement|v_throttle_down)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.\nYou can also quickly toggle between 0 and 100% throttle by pressing [~action(spaceship_movement|v_throttle_toggle_minmax)] or with [~action(spaceship_movement|v_throttle_zero)] and [~action(spaceship_movement|v_throttle_100)].
- dfm_ui_Throttle_Other=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_abs)].\nThrottling down [~action(spaceship_movement|v_throttle_abs)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.
- dfm_ui_Throttle_Pad=To increase the power to the main thrusters you can throttle up by pushing up on [~action(spaceship_movement|v_throttle_rel)].\nPushing down on [~action(spaceship_movement|v_throttle_rel)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down. \nYou can also quickly toggle between 0 and 100% throttle by double tapping up or down on [~action(spaceship_movement|v_throttle_rel)].
- dfm_ui_Throttle_Title=Throttle
- dfm_ui_Time_To_Respawn_msg=Respawn allowed in %i seconds
- dfm_ui_TimeRemainingInMatch=TIME REMAINING IN MATCH
- dfm_ui_TimeToCruiseMax=Time to Cruise Max:
- dfm_ui_TookTheEasyWay= took the easy way out!
- dfm_ui_Trader=Trader
- dfm_ui_TutorialBoss=Tank
- dfm_ui_TutorialHintContinue=[~action(default|ui_hide_hint)] to continue
- dfm_ui_TutorialLeaving=Return to training area
- dfm_ui_TutorialPlayerTooFar=Reduce distance from Instructor
- dfm_ui_UEEPatrol=UEE Patrol
- dfm_ui_UnaidedKill=Unaided Kill
- dfm_ui_UnderdogKill=Underdog Award
- dfm_ui_UnknownWeapon=Unknown Weapon
- dfm_ui_UntouchableKill=Untouchable
- dfm_ui_Up=up
- dfm_ui_Vanduul=Vanduul
- dfm_ui_VanduulAlpha=Vanduul Alpha
- dfm_ui_VanduulHunter=Vanduul Hunter
- dfm_ui_VanduulPrime01=Little King
- dfm_ui_VanduulPrime02=The Priest
- dfm_ui_VanduulPrime03=Bloodhound
- dfm_ui_VanduulPrime04=Payday
- dfm_ui_VanduulPrime05=Reaper
- dfm_ui_VanduulPrime06=Voodoo
- dfm_ui_VanduulPrime07=Deathwish
- dfm_ui_VanduulPrime08=Leech
- dfm_ui_VanduulPrime09=Double E
- dfm_ui_VanduulPrime10=Wraith
- dfm_ui_VanduulPrime11=Blindside
- dfm_ui_VanduulPrime12=Rook
- dfm_ui_VanduulPrime13=Baron Von Duul
- dfm_ui_VanduulScavenger=Vanduul Scavenger
- dfm_ui_wanted_level_respawn=You are being processed by Crusader Security for criminal activity
- dfm_ui_WarningAlertShieldsCritical=WARNING: Shields Critical
- dfm_ui_WarningApproachingSimulationBoundary=WARNING: Approaching Simulation Boundary
- dfm_ui_WarningCollisionAlert=WARNING: Collision alert
- dfm_ui_WarningFuel0=WARNING: Hydrogen Fuel Depleted
- dfm_ui_WarningFuel25=WARNING: Hydrogen Fuel 25%
- dfm_ui_WarningFuel50=WARNING: Hydrogen Fuel 50%
- dfm_ui_WarningFuel75=WARNING: Hydrogen Fuel 75%
- dfm_ui_WarningFuelLow=WARNING: Hydrogen Fuel Low
- dfm_ui_WarningLowPowerGeneric=WARNING: Systems Low Power
- dfm_ui_WarningLowPowerPowerPlant=WARNING: Power Plant Low Power
- dfm_ui_WarningLowPowerShields=WARNING: Shields Low Power
- dfm_ui_WarningLowPowerThrusters=WARNING: Flight Systems Low Power
- dfm_ui_WarningLowPowerWeapons=WARNING: Weapons Low Power
- dfm_ui_WarningOfflinePowerPlant=WARNING: Power Plant Offline
- dfm_ui_WarningOfflineShields=WARNING: Shields Offline
- dfm_ui_WarningOfflineThrusters=WARNING: Flight Systems Offline
- dfm_ui_WarningOfflineWeapons=WARNING: Weapons Offline
- dfm_ui_WarningOverheatedGeneric=WARNING: System Overheated
- dfm_ui_WarningOverheatedPowerPlant=WARNING: Power Plant Overheated
- dfm_ui_WarningOverheatedQDrive=WARNING: Quantum Drive Overheated
- dfm_ui_WarningOverheatedShields=WARNING: Shields Overheated
- dfm_ui_WarningOverheatedThrusters=WARNING: Flight Systems Overheated
- dfm_ui_WarningOverheatedWeapons=WARNING: Weapons Overheated
- dfm_ui_WarningOverheatingGeneric=WARNING: System Overheating
- dfm_ui_WarningOverheatingPowerPlant=WARNING: Power Plant Overheating
- dfm_ui_WarningOverheatingQDrive=WARNING: Quantum Drive Overheating
- dfm_ui_WarningOverheatingShields=WARNING: Shields Overheating
- dfm_ui_WarningOverheatingThrusters=WARNING: Flight Systems Overheating
- dfm_ui_WarningOverheatingWeapons=WARNING: Weapons Overheating
- dfm_ui_WarningWrongCheckpoint=WARNING: Wrong Checkpoint.
- dfm_ui_Wave=WAVE
- dfm_ui_Wave_param_Incoming=Wave %d incoming...
- dfm_ui_WeaponsPane=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab2)].
- dfm_ui_WeaponsPane_Pad=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.
- dfm_ui_WeaponsPane_Title=Weapons Pane
- dfm_ui_WingmanAward=Savior
- dfm_ui_WingmanVixen=Vixen
- dfm_ui_WingmanWarlord=Warlord
- dfm_ui_WorldBoundaryWarning=WARNING: Approaching edge of the known universe!
- dfm_ui_YouRequireAFinalKillForVictory=You require a final kill for victory!
- dfm_ui_YourShipWillBeReclaimed=You initiated remote self-destruct
- dfm_ui_YourTeamRequiresAFinalKillForVictory=Your team requires a final kill for victory!
- dfmcrusader_playerbounty_mission=Bounty
- dfmcrusader_playerbounty_mission_desc=[Criminal Activity Reported] Eliminate the Outlaw
- dfmcrusader_playerbounty_objective01=Locate the Outlaw
- dfmcrusader_playerbounty_objective01_desc=Scan ships to locate the criminal
- dfmcrusader_playerbounty_objective02=Eliminate the Outlaw
- dfmcrusader_playerbounty_objective02_desc=Eliminate the Outlaw
- dfmcrusader_playerbounty_objective03=Claim Bounty
- dfmcrusader_playerbounty_objective03_desc=Return to Alpha Station to claim Bounty
- dfmcrusader_playerlosebounty_mission=Lose Bounty
- dfmcrusader_playerlosebounty_mission_desc=Control Bravo Station to wipe Criminal Record
- dfmcrusader_playerlosebounty_objective01=Remove Criminal Record
- dfmcrusader_playerlosebounty_objective01_desc=Control Bravo Station to wipe Criminal Record
- diff_notification_ui_msg_sample=Refuel stranded ship? Press [ to accept or ] to decline.
- diff_notification_ui_title_sample=Contract
- distraction_desc=~mission(Description)
- distraction_desc_0001=Put down whatever you're doing and pay attention. This is a big one.\n\nThe ~mission(Client) got a massive score cooking, but in order to pull it off, they need an equally massive distraction. \n\nThat's you.\n \nYou're gonna head over to a ~mission(Location) and start nuking everything and everyone you can. ~mission(Wanted)You'll be making so much noise, no one will even care what the ~mission(Client) are up to.
- distraction_desc_0002=You ever dream about flying out to some remote ~mission(Location) and shooting everything that moves? Well, guess what? I'm here to make your dreams come true. And not only that, I'm gonna pay you for it.\n\nI can't tell you all the specifics, but the upshot is that the ~mission(Client) are eager to make sure all the security in sector are kept as busy as possible.\n\nNow, it seemed to me that sending someone to rampage at the ~mission(Location) would be a damn good start. ~mission(Wanted)Shouldn't be too hard to keep everyone's attention after that.
- distraction_desc_0003=The ~mission(Client) are looking to pay good credits for someone to create a distraction for them. And since I can't figure out how to lure a Vanduul fleet to the sector, a cutthroat like you flying to a ~mission(Location) and unleashing hell might be the next best thing. ~mission(Wanted)\n\nCan you believe some people choose to work in an office for a living?
- distraction_desc_0004=Hey. Did you ever hear about the system-wide hunt in Ellis for that slicer a little while back? Advocacy were running in circles for days trying to take them down. Got me thinking. The ~mission(Client) are going after a huge score soon and then I thought, why not just arrange for something similar to happen here? Get all the security in the area chasing after a target so that they're blind to whatever else is going on. It would make the ~mission(Client) job a billion times easier. \n\nHere's how it'll work. You fly to a ~mission(Location) and unleash some major chaos and destruction. They already patrol places like that pretty heavily so you should have company in no time flat. ~mission(Wanted)To be honest, I'm starting to wonder if that thing in Ellis wasn't just a distraction, too.
- distraction_from=~mission(Contractor)
- distraction_obj_long_01=Achieve a level five crimestat.
- distraction_obj_long_01a=Maintain your level five crimestat.
- distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
- distraction_obj_long_03=Do everything you can to keep security forces distracted.
- distraction_obj_marker_02=~mission(Location)
- distraction_obj_marker_03=Distract
- distraction_obj_short_01=Raise Crimestat to 5
- distraction_obj_short_01a=Maintain Crimestat
- distraction_obj_short_02=Go To ~mission(Location)
- distraction_obj_short_03=Create Distraction
- distraction_title=~mission(Title)
- distraction_title_0001=moths to a flame
- distraction_title_0002=running wild
- distraction_title_0003=organized chaos
- distraction_title_0004=bring the heat
- distraction_wanted_0001=And to be clear, the only way this is going to work is if you can keep a level 5 crimestat on your head the whole time. Anything less and it won't draw the kind of heat we need.
- distraction_wanted_0002=There's a caveat to this whole thing, though. With the amount of attention I want on you, your crimestat needs to stay at a level 5 minimum. It's the only way to guarantee that all eyes are on you.
- distraction_wanted_0003=Of course, an ordinary two-bit criminal won't be enough to get the whole sector engaged. No, you gonna need to rock a level 5 crimestat to create the chaos I'm after.
- distraction_wanted_0004=But the way I figure it, just showing up won't be enough. We need you to maintain a level 5 crimestat the whole time. That way we make sure every do-gooder in the sector will be racing to take you down.
- distractionkill_amountreq_001=eight
- distractionkill_desc=~mission(Contractor|DistractionKillDescription)
- distractionkill_desc_0001=I heard that you're big time now with your level 5. Normally, I'd be telling you to keep your head down and till the heat blows over, but it just so happens that I got a better use for you.\n\nI've been working on something big that's ready to go down, but in order to make it happen I need someone to create a distraction that's even bigger. That's where you come in. \n\nThe way I figure it, if you take out ~mission(KillCount) Navy humps, just about every screw in the entire Empire will be focused on dragging your ass down. \n\nCan't be lower sec either. Needs to be Navy to really pull this off. That's fine though, any security gets wind of a level 5 and they'll comm the Navy to come deal with you.\n\nAnd you have to do it fast enough so that the timing works out. As soon as you open fire on the first one, the clock starts.\n\nThink you can handle that?
- distractionkill_desc_0002=I'll be honest with you, I usually don't like to deal with your kind of crazy, but a mad dog is exactly what I need right now. \n\nMy crew and I need all the security in the system kept busy for a while and the only way I see that happening is if you bring down enough Navy that they don't have a choice but to stop everything and focus on you. I think about ~mission(KillCount) starmen should do it. \n\nLucky thing is, with your level 5, they should be chasing you anyway. Security stops to scan you and the Navy's gonna come straight to you. Just make sure that once you start shooting that you finish the job. As soon as you engage with the first one, the clock starts and if you don't raise the stakes high enough, me and my crew are gonna be left hanging.\n\nOf course, feel free to kill even more of the bastards if the mood takes you.
- distractionkill_desc_0003=Word on the wire is that every flattop with a badge is out there scanning the system for your level 5 wanted ass. What do you say to making some credits off all that hassle?\n\nI can't tell you exactly what's going down, but it's enough for you to know that I need a cataclysmic level distraction. The kind that can only be created by a dangerous and deranged criminal going on a shooting spree and taking out ~mission(KillCount) Navy starmen. \n\nOnce you start shooting, my crew will move into place, so you'll have to finish the job quick. And Navy only. Popping off some Advos or local security won't cut it. Fortunately, with your crimestat anytime you run into security, Navy shouldn't be far behind.\n\nGet this done for me, and I'll see that you get your fair cut.
- distractionkill_desc_004=~mission(DistractionTitleDescription|Description)
- distractionkill_from=~mission(DistractionKillFrom)
- distractionkill_obj_display_01=Navy Starmen Killed: %ls
- distractionkill_obj_display_02=Time Remaining: %ls
- distractionkill_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
- distractionkill_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
- distractionkill_title=~mission(Contractor|DistractionKillTitle)
- distractionkill_title_0001=Art of Distraction
- distractionkill_title_0002=Make Yourself Useful
- distractionkill_title_0003=Take It To The Next Level
- distractionkill_title_004=~mission(DistractionTitleDescription|Title)
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
- Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
- Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
- Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
- Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
- Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
- Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
- Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
- Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
- Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
- Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
- Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
- Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
- Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
- Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
- Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
- Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
- Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
- Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
- Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
- Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
- Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
- Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
- Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
- Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
- Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
- Dlg_SC_ac_bludgeon_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
- Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
- Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
- Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
- Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
- Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
- Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
- Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
- Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
- Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
- Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
- Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
- Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
- Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
- Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
- Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
- Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
- Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
- Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
- Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
- Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
- Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
- Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
- Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
- Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
- Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
- Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
- Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
- Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
- Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
- Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
- Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
- Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
- Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
- Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
- Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
- Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
- Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
- Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
- Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
- Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
- Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
- Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
- Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
- Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
- Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
- Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Ral chawin, bring alls. (People are messing with us. Bring everybody)
- Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Come ons, alls, where bein (Come on, people, where are you?)
- Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
- Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
- Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
- Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
- Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
- Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
- Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
- Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
- Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
- Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
- Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
- Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
- Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
- Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
- Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
- Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
- Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
- Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
- Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
- Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
- Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
- Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
- Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
- Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
- Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
- Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
- Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
- Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
- Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
- Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
- Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
- Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
- Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
- Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
- Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
- Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
- Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
- Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
- Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
- Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
- Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
- Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
- Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
- Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
- Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
- Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
- Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
- Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
- Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
- Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
- Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
- Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
- Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
- Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
- Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
- Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
- Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
- Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
- Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
- Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
- Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
- Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
- Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
- Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
- Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
- Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
- Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
- Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
- Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
- Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
- Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
- Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
- Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
- Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
- Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
- Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
- Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
- Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
- Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
- Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
- Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
- Dlg_SC_ac_deadeye_generic_response_no_0310=No
- Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
- Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
- Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
- Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
- Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
- Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
- Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
- Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
- Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
- Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
- Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
- Dlg_SC_ac_deadeye_player_order_attack_my_target_0100=With pleasure.
- Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
- Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
- Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
- Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
- Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
- Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
- Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
- Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
- Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
- Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
- Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
- Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
- Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
- Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
- Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
- Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
- Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
- Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
- Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
- Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
- Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
- Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
- Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
- Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
- Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
- Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
- Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
- Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
- Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
- Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
- Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
- Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
- Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
- Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
- Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
- Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
- Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
- Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
- Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
- Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
- Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
- Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
- Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
- Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
- Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=You gonna help me take this zone or what?
- Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Pull your finger out you lot, help me!
- Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
- Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
- Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
- Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
- Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
- Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
- Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
- Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
- Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
- Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
- Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
- Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
- Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
- Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
- Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
- Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
- Dlg_SC_ac_dodger_generic_response_no_0310=No
- Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
- Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
- Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
- Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
- Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
- Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
- Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
- Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
- Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
- Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
- Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
- Dlg_SC_ac_dodger_player_order_attack_my_target_0100=He's mine.
- Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
- Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
- Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
- Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
- Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
- Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
- Dlg_SC_ac_dodger_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
- Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
- Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
- Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
- Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
- Dlg_SC_ac_dodger_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
- Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
- Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
- Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
- Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
- Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
- Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
- Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
- Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
- Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
- Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
- Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
- Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
- Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
- Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
- Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
- Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
- Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
- Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
- Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
- Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
- Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
- Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
- Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
- Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
- Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
- Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
- Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
- Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
- Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
- Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
- Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
- Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
- Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
- Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
- Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
- Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
- Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
- Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
- Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
- Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
- Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
- Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
- Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
- Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
- Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
- Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
- Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
- Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
- Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
- Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
- Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
- Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
- Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
- Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
- Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
- Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
- Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
- Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
- Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
- Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
- Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
- Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
- Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
- Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
- Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
- Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
- Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
- Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
- Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
- Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
- Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
- Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
- Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
- Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
- Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
- Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
- Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
- Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
- Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
- Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
- Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
- Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
- Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
- Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
- Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
- Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
- Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=Alright, which one of you idiots hit me?
- Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Alright, which one of you idiots hit me?
- Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
- Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
- Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
- Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
- Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
- Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
- Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
- Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
- Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
- Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
- Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
- Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
- Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
- Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
- Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
- Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
- Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
- Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
- Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
- Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
- Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
- Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
- Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
- Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
- Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
- Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
- Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
- Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
- Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
- Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
- Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
- Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
- Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
- Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
- Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
- Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
- Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
- Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
- Dlg_SC_ac_hitman_generic_response_no_0310=Negative
- Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
- Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
- Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
- Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
- Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
- Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
- Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
- Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
- Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
- Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
- Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
- Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
- Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
- Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
- Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
- Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
- Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
- Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
- Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
- Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
- Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
- Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
- Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
- Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
- Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
- Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
- Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
- Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
- Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
- Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
- Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
- Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
- Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
- Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
- Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
- Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
- Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
- Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
- Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
- Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
- Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
- Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
- Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
- Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
- Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
- Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
- Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
- Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
- Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
- Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
- Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
- Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
- Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
- Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
- Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
- Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
- Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
- Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
- Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
- Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
- Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
- Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
- Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
- Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
- Dlg_SC_ac_outback_generic_response_no_0310=No
- Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
- Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
- Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
- Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
- Dlg_SC_ac_outback_generic_response_yes_0301=All right
- Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
- Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
- Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
- Dlg_SC_ac_outback_player_order_assistance_required_0121=Alright. Stop whining.
- Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
- Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Alright. Stop whining.
- Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
- Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
- Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
- Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
- Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
- Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
- Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
- Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
- Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
- Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
- Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
- Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_outback_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
- Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
- Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
- Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
- Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
- Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
- Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
- Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
- Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
- Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
- Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
- Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
- Dlg_SC_ac_outback_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
- Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
- Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
- Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
- Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
- Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
- Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
- Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
- Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
- Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
- Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
- Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
- Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
- Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
- Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
- Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
- Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
- Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
- Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
- Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
- Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
- Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
- Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
- Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
- Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
- Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
- Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
- Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
- Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
- Dlg_SC_ac_outback_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
- Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
- Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
- Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
- Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
- Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
- Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
- Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
- Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
- Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
- Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
- Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
- Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
- Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
- Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
- Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
- Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
- Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
- Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
- Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
- Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
- Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
- Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
- Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
- Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
- Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
- Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
- Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
- Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
- Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
- Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
- Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
- Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
- Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
- Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_01=Yes, sir!
- Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
- Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
- Dlg_SC_ac_powpow_player_order_assistance_required_0120=I’ll try and help out, sir
- Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, I’m coming!
- Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
- Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I’ll try and help out, sir
- Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, I’m coming!
- Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
- Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
- Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
- Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
- Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
- Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Yes, sir
- Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
- Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
- Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
- Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
- Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
- Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
- Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
- Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
- Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
- Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
- Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
- Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
- Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
- Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
- Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
- Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
- Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
- Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
- Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
- Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
- Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
- Dlg_SC_ac_powpow_reaction_eject_0470=Help!
- Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
- Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
- Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
- Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
- Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
- Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
- Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
- Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
- Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
- Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
- Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
- Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
- Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
- Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
- Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
- Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
- Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, sir
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
- Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
- Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
- Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, sir
- Dlg_SC_ac_powpow_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
- Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
- Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
- Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
- Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
- Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
- Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
- Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
- Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
- Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
- Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
- Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
- Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
- Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
- Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
- Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
- Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
- Dlg_SC_ac_pro_generic_response_no_0311=No, sir.
- Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
- Dlg_SC_ac_pro_generic_response_yes_0301=Copy
- Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
- Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
- Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
- Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
- Dlg_SC_ac_pro_player_order_attack_my_target_0101=Target engaged.
- Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
- Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
- Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
- Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
- Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
- Dlg_SC_ac_pro_player_order_escort_my_target_0220=Escorting, sir
- Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
- Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
- Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
- Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
- Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
- Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
- Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
- Dlg_SC_ac_pro_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_pro_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_pro_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_pro_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
- Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
- Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
- Dlg_SC_ac_pro_reaction_eject_0471=Ejecting!
- Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
- Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
- Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
- Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
- Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
- Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
- Dlg_SC_ac_pro_reaction_incoming_enemies_0421=Enemies incoming
- Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
- Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, sir
- Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
- Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
- Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
- Dlg_SC_ac_pro_reaction_taking_damage_0460=Help! Help!
- Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
- Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
- Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
- Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
- Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
- Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
- Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
- Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
- Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
- Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
- Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
- Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
- Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
- Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
- Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
- Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
- Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
- Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
- Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
- Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
- Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
- Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
- Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
- Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
- Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
- Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
- Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
- Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
- Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
- Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
- Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
- Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
- Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
- Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
- Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
- Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
- Dlg_SC_ac_rocksteady_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
- Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
- Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
- Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
- Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
- Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
- Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
- Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
- Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
- Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
- Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
- Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
- Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
- Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
- Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
- Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
- Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
- Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
- Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_02=No, sir.
- Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
- Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
- Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
- Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
- Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
- Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
- Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
- Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
- Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
- Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
- Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
- Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
- Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting, sir
- Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
- Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive manoeuvres...
- Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
- Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
- Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
- Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
- Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
- Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
- Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
- Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_02=Ejecting!
- Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
- Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
- Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
- Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
- Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
- Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
- Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
- Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
- Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
- Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
- Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
- Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
- Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_01=Help! Help!
- Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
- Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
- Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
- Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
- Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
- Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
- Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
- Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
- Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
- Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
- Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
- Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
- Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
- Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
- Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
- Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
- Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
- Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
- Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
- Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
- Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
- Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
- Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
- Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
- Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with some help in this zone
- Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
- Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
- Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
- Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
- Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
- Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
- Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
- Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
- Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
- Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
- Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
- Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
- Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
- Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
- Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
- Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
- Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
- Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
- Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
- Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
- Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
- Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
- Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
- Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
- Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
- Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
- Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
- Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
- Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
- Dlg_SC_ac_sarc_player_order_attack_my_target_0100=Target acquired.
- Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
- Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
- Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
- Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
- Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
- Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
- Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
- Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
- Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
- Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
- Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
- Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
- Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
- Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
- Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
- Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
- Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
- Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
- Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
- Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
- Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
- Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
- Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
- Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
- Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
- Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
- Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
- Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
- Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
- Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
- Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
- Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
- Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
- Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
- Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
- Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
- Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
- Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
- Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
- Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
- Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
- Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
- Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
- Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
- Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
- Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
- Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
- Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
- Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
- Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with a hand in this zone
- Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
- Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_showboat_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
- Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
- Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
- Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
- Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
- Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
- Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
- Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
- Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
- Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
- Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
- Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
- Dlg_SC_ac_showboat_generic_response_no_0310=Negative
- Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
- Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
- Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
- Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
- Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
- Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
- Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
- Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
- Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
- Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
- Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
- Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
- Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
- Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
- Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
- Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
- Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
- Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
- Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
- Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
- Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
- Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
- Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
- Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
- Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
- Dlg_SC_ac_showboat_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
- Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
- Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
- Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
- Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
- Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
- Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
- Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
- Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
- Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
- Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
- Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
- Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
- Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
- Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
- Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
- Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
- Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
- Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
- Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
- Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
- Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
- Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
- Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
- Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
- Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
- Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
- Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
- Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
- Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
- Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
- Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
- Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
- Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
- Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
- Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
- Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
- Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
- Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
- Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
- Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
- Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
- Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
- Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
- Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
- Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
- Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
- Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
- Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
- Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
- Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
- Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
- Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
- Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
- Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
- Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
- Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
- Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
- Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
- Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
- Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
- Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
- Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
- Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
- Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
- Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
- Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
- Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
- Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
- Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
- Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
- Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
- Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
- Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
- Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
- Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
- Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
- Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
- Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
- Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
- Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
- Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
- Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
- Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
- Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
- Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
- Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
- Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
- Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
- Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
- Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
- Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
- Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
- Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
- Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
- Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
- Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
- Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
- Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
- Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
- Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
- Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
- Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
- Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
- Dlg_SC_ac_simulator_afterburners_offline_2170=Afterburners Offline
- Dlg_SC_ac_simulator_afterburners_offlineRace_Afterburners_Offline=Afterburners Offline
- Dlg_SC_ac_simulator_afterburners_online_2160=Afterburners Online
- Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Afterburners Online
- Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
- Dlg_SC_ac_simulator_assist_kill_1290=Assist
- Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
- Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
- Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
- Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
- Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
- Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
- Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
- Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
- Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
- Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
- Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
- Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
- Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
- Dlg_SC_ac_simulator_drill_captured_1620=…captured.
- Dlg_SC_ac_simulator_drill_captured_1640=Drill…
- Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
- Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
- Dlg_SC_ac_simulator_drill_contested_1610=…contested.
- Dlg_SC_ac_simulator_drill_contested_1640=Drill…
- Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
- Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
- Dlg_SC_ac_simulator_drill_lost_1620=…lost.
- Dlg_SC_ac_simulator_drill_lost_1640=Drill…
- Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
- Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
- Dlg_SC_ac_simulator_eighth_place_2070=8th Place
- Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
- Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
- Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
- Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
- Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
- Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
- Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
- Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
- Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
- Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
- Dlg_SC_ac_simulator_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
- Dlg_SC_ac_simulator_fifth_place_2040=5th Place
- Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
- Dlg_SC_ac_simulator_final_lap_1850=Final Lap
- Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
- Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
- Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
- Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
- Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
- Dlg_SC_ac_simulator_fourth_place_2030=4th Place
- Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
- Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
- Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
- Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
- Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
- Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
- Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
- Dlg_SC_ac_simulator_game_overSim_Game_Over=Simulation deactivated
- Dlg_SC_ac_simulator_game_start_1260=Simulation activated
- Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
- Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
- Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
- Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
- Dlg_SC_ac_simulator_game_type_initiated_1030=Conquest initiated
- Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
- Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Conquest=Conquest initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
- Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
- Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
- Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
- Dlg_SC_ac_simulator_hazard_1890=Hazard
- Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
- Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
- Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
- Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
- Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
- Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
- Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
- Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
- Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
- Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
- Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
- Dlg_SC_ac_simulator_laps_remaining_2200=One
- Dlg_SC_ac_simulator_laps_remaining_2210=Two
- Dlg_SC_ac_simulator_laps_remaining_2220=Three
- Dlg_SC_ac_simulator_laps_remaining_2230=Four
- Dlg_SC_ac_simulator_laps_remaining_2240=Five
- Dlg_SC_ac_simulator_laps_remaining_2250=Six
- Dlg_SC_ac_simulator_laps_remaining_2260=Seven
- Dlg_SC_ac_simulator_laps_remaining_2270=Eight
- Dlg_SC_ac_simulator_laps_remaining_2280=Nine
- Dlg_SC_ac_simulator_laps_remaining_2290=Ten
- Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
- Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
- Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
- Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
- Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
- Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
- Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
- Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
- Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
- Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
- Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
- Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
- Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
- Dlg_SC_ac_simulator_lost_race_2080=You lost the race
- Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
- Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
- Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
- Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
- Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
- Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
- Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
- Dlg_SC_ac_simulator_player_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
- Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
- Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
- Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
- Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
- Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
- Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
- Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
- Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
- Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
- Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
- Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
- Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
- Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
- Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
- Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
- Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
- Dlg_SC_ac_simulator_race_complete_1880=Race Complete
- Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
- Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
- Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
- Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
- Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
- Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
- Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
- Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
- Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
- Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
- Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
- Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
- Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
- Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
- Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
- Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
- Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
- Dlg_SC_ac_simulator_second_place_2010=2nd Place
- Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
- Dlg_SC_ac_simulator_seventh_place_2060=7th Place
- Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
- Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
- Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
- Dlg_SC_ac_simulator_shields_online_2140=Shields Online
- Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
- Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
- Dlg_SC_ac_simulator_sixth_place_2050=6th Place
- Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
- Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
- Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
- Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
- Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
- Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
- Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
- Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
- Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
- Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
- Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
- Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
- Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
- Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
- Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
- Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
- Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
- Dlg_SC_ac_simulator_survival_wave_incoming_1060=
- Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
- Dlg_SC_ac_simulator_team_join_1300=Red Team
- Dlg_SC_ac_simulator_team_join_1310=Blue Team
- Dlg_SC_ac_simulator_team_join_1490=Linked to...
- Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
- Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
- Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
- Dlg_SC_ac_simulator_team_win_1300=Red Team
- Dlg_SC_ac_simulator_team_win_1310=Blue Team
- Dlg_SC_ac_simulator_team_win_1320=is victorious
- Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
- Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
- Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
- Dlg_SC_ac_simulator_third_place_2020=3rd Place
- Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
- Dlg_SC_ac_simulator_time_extension_1990=Time extension
- Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
- Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
- Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
- Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
- Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
- Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
- Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
- Dlg_SC_ac_simulator_win_race_2000=You have won the race!
- Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
- Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
- Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
- Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
- Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
- Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
- Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
- Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
- Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
- Dlg_SC_ac_simulator_zone_number_contested_1200=Six
- Dlg_SC_ac_simulator_zone_number_contested_1210=Five
- Dlg_SC_ac_simulator_zone_number_contested_1220=Four
- Dlg_SC_ac_simulator_zone_number_contested_1230=Three
- Dlg_SC_ac_simulator_zone_number_contested_1240=Two
- Dlg_SC_ac_simulator_zone_number_contested_1250=One
- Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
- Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
- Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
- Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
- Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
- Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
- Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
- Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
- Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
- Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
- Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
- Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
- Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
- Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
- Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
- Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
- Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
- Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
- Dlg_SC_ac_simulator_zone_number_lost_1200=Six
- Dlg_SC_ac_simulator_zone_number_lost_1210=Five
- Dlg_SC_ac_simulator_zone_number_lost_1220=Four
- Dlg_SC_ac_simulator_zone_number_lost_1230=Three
- Dlg_SC_ac_simulator_zone_number_lost_1240=Two
- Dlg_SC_ac_simulator_zone_number_lost_1250=One
- Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
- Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
- Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
- Dlg_SC_ac_simulator_zone_number_lostCount_01=One
- Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
- Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
- Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
- Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
- Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
- Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
- Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
- Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
- Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
- Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
- Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
- Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
- Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
- Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
- Dlg_SC_ac_simulator_zone_number_taken_1200=Six
- Dlg_SC_ac_simulator_zone_number_taken_1210=Five
- Dlg_SC_ac_simulator_zone_number_taken_1220=Four
- Dlg_SC_ac_simulator_zone_number_taken_1230=Three
- Dlg_SC_ac_simulator_zone_number_taken_1240=Two
- Dlg_SC_ac_simulator_zone_number_taken_1250=One
- Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
- Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
- Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
- Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
- Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
- Dlg_SC_ac_simulator_zone_number_takenCount_01=One
- Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
- Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
- Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
- Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
- Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
- Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
- Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
- Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
- Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
- Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
- Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
- Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
- Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=They're trying to take this zone. Some help guys?
- Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
- Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
- Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
- Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
- Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
- Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
- Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
- Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
- Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
- Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
- Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
- Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
- Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
- Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
- Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
- Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
- Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
- Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
- Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
- Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
- Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
- Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
- Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
- Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
- Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_01=Roger that
- Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
- Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
- Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
- Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
- Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
- Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
- Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
- Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
- Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
- Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
- Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
- Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
- Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
- Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
- Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
- Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
- Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
- Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
- Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
- Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
- Dlg_SC_ac_slingshot_player_order_form_up_on_me_0130=Forming up
- Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
- Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
- Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
- Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
- Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
- Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
- Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
- Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
- Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
- Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
- Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
- Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
- Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
- Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
- Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
- Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
- Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
- Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
- Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
- Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
- Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
- Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
- Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
- Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
- Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
- Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
- Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
- Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
- Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
- Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
- Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
- Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
- Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0551=Little help?
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
- Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
- Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
- Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
- Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
- Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
- Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
- Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
- Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
- Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
- Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
- Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
- Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
- Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
- Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
- Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
- Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
- Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
- Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
- Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
- Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
- Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
- Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
- Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
- Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
- Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
- Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
- Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
- Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
- Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
- Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
- Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
- Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
- Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
- Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
- Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
- Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
- Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
- Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
- Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
- Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
- Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
- Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
- Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
- Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
- Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
- Dlg_SC_ac_spitfire_player_order_form_up_on_me_0130=Forming up.
- Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
- Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
- Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
- Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
- Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
- Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
- Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
- Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
- Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
- Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
- Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
- Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
- Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
- Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
- Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
- Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
- Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
- Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
- Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
- Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
- Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
- Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
- Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
- Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
- Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
- Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
- Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
- Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
- Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
- Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
- Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
- Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
- Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
- Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
- Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
- Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
- Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
- Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
- Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
- Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
- Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
- Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
- Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
- Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
- Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
- Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
- Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
- Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
- Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
- Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
- Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
- Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
- Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
- Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
- Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
- Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
- Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
- Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
- Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
- Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
- Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
- Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
- Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
- Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
- Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
- Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
- Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
- Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
- Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
- Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
- Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
- Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
- Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
- Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
- Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
- Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
- Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
- Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
- Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
- Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
- Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
- Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
- Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
- Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
- Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
- Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
- Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
- Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
- Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
- Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
- Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
- Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
- Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
- Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
- Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
- Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
- Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
- Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
- Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
- Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
- Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
- Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
- Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
- Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
- Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
- Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
- Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
- Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
- Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
- Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
- Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
- Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
- Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_thunder_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
- Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
- Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
- Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
- Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
- Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
- Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
- Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
- Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
- Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
- Dlg_SC_ac_thunder_generic_response_no_0310=No can do
- Dlg_SC_ac_thunder_generic_response_no_0311=Negative
- Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
- Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
- Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
- Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
- Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
- Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
- Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
- Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
- Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
- Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
- Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
- Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
- Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
- Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
- Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
- Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
- Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
- Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
- Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
- Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
- Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
- Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
- Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
- Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
- Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
- Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
- Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
- Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
- Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
- Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
- Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
- Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
- Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! I’m a friendly, dammit
- Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
- Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
- Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
- Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
- Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
- Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
- Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
- Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
- Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
- Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
- Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
- Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
- Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
- Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
- Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
- Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
- Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
- Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
- Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
- Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
- Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss me?
- Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
- Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
- Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
- Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
- Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Help me fight for this zone, will ya?
- Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
- Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
- Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
- Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
- Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
- Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
- Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
- Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
- Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
- Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
- Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
- Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
- Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
- Dlg_SC_ac_vixen_generic_response_no_0310=No can do
- Dlg_SC_ac_vixen_generic_response_no_0311=Negative
- Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
- Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
- Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
- Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
- Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
- Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
- Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
- Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
- Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
- Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
- Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
- Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
- Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
- Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
- Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
- Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
- Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
- Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
- Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
- Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
- Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
- Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
- Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
- Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
- Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
- Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
- Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
- Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
- Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
- Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
- Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
- Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
- Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
- Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
- Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
- Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
- Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
- Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
- Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
- Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
- Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
- Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
- Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
- Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
- Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
- Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
- Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
- Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
- Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
- Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
- Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
- Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
- Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
- Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
- Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
- Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
- Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
- Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
- Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
- Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
- Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
- Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
- Dlg_SC_ac_warlord_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
- Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
- Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
- Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
- Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
- Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
- Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
- Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
- Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
- Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
- Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
- Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
- Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
- Dlg_SC_ac_warlord_generic_response_no_0310=Negative
- Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
- Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
- Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
- Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
- Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
- Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
- Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
- Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
- Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
- Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
- Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
- Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
- Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
- Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
- Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
- Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
- Dlg_SC_ac_warlord_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
- Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
- Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
- Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
- Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
- Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
- Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
- Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
- Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
- Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
- Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
- Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
- Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
- Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
- Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
- Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
- Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
- Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
- Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
- Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
- Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
- Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
- Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
- Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
- Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
- Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
- Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
- Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
- Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
- Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
- Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
- Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
- Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
- Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
- Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
- Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
- Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
- Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
- Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
- Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
- Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
- Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
- Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
- Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
- Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
- Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
- Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
- Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
- Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
- Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
- Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
- Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
- Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
- Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
- Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
- Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
- Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
- Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
- Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
- Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
- Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
- Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
- Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
- Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
- Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
- Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
- Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
- Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
- Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
- Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
- Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
- Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
- Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
- Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
- Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
- Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
- Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
- Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
- Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
- Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
- Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
- Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
- Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
- Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
- Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
- Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
- Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
- Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
- Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
- Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
- Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
- Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
- Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
- Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
- Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
- Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
- Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
- Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
- Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
- Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
- Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251=<Formation 1> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252=<Formation 2> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253=<Formation 3> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254=<Formation 4> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
- Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
- Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
- Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
- Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
- Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
- Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
- Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
- Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
- Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
- Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
- Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
- Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
- Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
- Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
- Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
- Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
- Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
- Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
- Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=Alright, okay, that wasn't bad.
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
- Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Alright, okay, that wasn't bad.
- Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
- Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
- Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
- Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
- Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
- Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
- Dlg_SC_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
- Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
- Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
- Dlg_SC_bb_bb_factory_ANVL_scanners_scanning_0200=Scanning
- Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
- Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
- Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_charging_0507=Shields Charging
- Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
- Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_shields_system_activated_0750=activated
- Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
- Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
- Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
- Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
- Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_disengaged_0930=Autopilot Disengaged
- Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
- Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
- Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
- Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
- Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
- Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=Cooling System
- Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
- Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
- Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
- Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
- Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
- Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
- Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
- Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
- Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
- Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
- Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
- Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
- Dlg_SC_bb_bb_factory_ANVL_systems_weapons_0880=Weapons Systems
- Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
- Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
- Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
- Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Chaff Out
- Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Chaff
- Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Chaff Low
- Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
- Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
- Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
- Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Flare
- Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
- Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
- Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
- Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
- Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
- Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
- Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
- Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
- Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
- Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
- Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_charging_0507=Refreshing Shields
- Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
- Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
- Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
- Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_shields_system_activated_0750=operational.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
- Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
- Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
- Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
- Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
- Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
- Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
- Dlg_SC_bb_bb_factory_ORIG_systems_communications_0800=Communications
- Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=Cooling System
- Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
- Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
- Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
- Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
- Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
- Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
- Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
- Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
- Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
- Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
- Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
- Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=Coolant malfunction. Core system reaching unsafe temperature
- Dlg_SC_bb_bb_factory_ORIG_systems_weapons_0880=Weapons Systems
- Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
- Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
- Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_depleted_0400=CHAFF DEPLETED
- Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=CHAFF Launched
- Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD CHAFF
- Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
- Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
- Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
- Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=FLARE Launched
- Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD FLARE
- Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
- Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
- Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
- Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
- Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
- Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
- Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
- Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
- Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
- Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
- Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_charging_0507=Standby shields
- Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
- Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
- Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
- Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_shields_system_activated_0750=online.
- Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
- Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
- Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
- Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
- Dlg_SC_bb_bb_factory_RSI_systems_autopilot_disengaged_0930=Disengaging Autopilot
- Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
- Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<<hum>>>
- Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
- Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
- Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
- Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=Cooling System
- Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
- Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
- Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
- Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
- Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
- Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
- Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
- Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
- Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
- Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
- Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
- Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
- Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
- Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
- Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
- Dlg_SC_bb_bb_factory_RSI_weapons_chaff_depleted_0400=Chaff empty
- Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Chaff away
- Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low chaff
- Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
- Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
- Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
- Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Flare away
- Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
- Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
- Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
- Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
- Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
- Dlg_SC_mc_collision_1101=These pilots are not holding back.
- Dlg_SC_mc_collision_1102=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
- Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
- Dlg_SC_mc_collision_1104=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
- Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
- Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
- Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
- Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
- Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
- Dlg_SC_mc_collision_1110=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
- Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
- Dlg_SC_mc_collisionCollision_02=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
- Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
- Dlg_SC_mc_collisionCollision_04=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
- Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
- Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
- Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
- Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
- Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
- Dlg_SC_mc_collisionCollision_10=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
- Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
- Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
- Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
- Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
- Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
- Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
- Dlg_SC_mc_final_lap_begins_1505=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
- Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
- Dlg_SC_mc_final_lap_begins_1507=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
- Dlg_SC_mc_final_lap_begins_1508=It's the final lap, and here is where you start to see just how good these pilots' engineering crews are, as the ships have been taking a beating.
- Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
- Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_05=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_07=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_08=It's the final lap, and here is where you start to see just how good these pilot's engineering crews are, as the ships have been taking a beating.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
- Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2302=My understanding is that Consolidated Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2303=The MCRs recently implemented enhanced safety protocols are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me per se, but some people.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2304=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2305=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2306=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_02=My understanding is that Consolidate Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_03=The MCRs recently implemented enhanced saftey protocals are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me persay, but some people.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_04=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_05=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
- Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_06=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
- Dlg_SC_mc_gen_chat_exclamations_negative_2007=No!
- Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
- Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
- Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
- Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
- Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
- Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
- Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
- Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
- Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
- Dlg_SC_mc_gen_chat_exclamations_positive_2005=Excellent!
- Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
- Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
- Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
- Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
- Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_05=Excellent!
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
- Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2101=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2102=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2103=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2104=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2105=New Horizon, a recent edition to the Cup, has been divisive amongst pilots as they strive to master all its nuances.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2106=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2107=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things: practice, and a ton of credits to buy a ship.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2108=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2109=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2110=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
- Dlg_SC_mc_gen_chat_murray_cup_lore_2111=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_01=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_02=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_03=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_04=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_05=New Horizon, a recent edition to the Cup, has been devisive amongst pilots as they strive to master all its nuances.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_06=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_07=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things, practice, and a ton of credits to buy a ship.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_08=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_09=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_10=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
- Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_11=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
- Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
- Dlg_SC_mc_gen_chat_race_banter_1902=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
- Dlg_SC_mc_gen_chat_race_banter_1903=New Horizon Raceway is known throughout the circuit for its tricky turns and of course its new horizons.
- Dlg_SC_mc_gen_chat_race_banter_1904=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
- Dlg_SC_mc_gen_chat_race_banter_1905=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
- Dlg_SC_mc_gen_chat_race_banter_1906=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
- Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
- Dlg_SC_mc_gen_chat_race_banter_1908=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
- Dlg_SC_mc_gen_chat_race_banter_1909=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ship's weight.
- Dlg_SC_mc_gen_chat_race_banter_1910=Big risk there. We'll have to see if they made their move a little too early.
- Dlg_SC_mc_gen_chat_race_banter_1911=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_02=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_03=New Horizon Raceway known throughout the circuit for its tricky turns and of course its new horizons.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_04=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_05=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_06=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_08=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_09=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ships weight.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_10=Big risk there. We'll have to see if they made their move a little too early.
- Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_11=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
- Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
- Dlg_SC_mc_going_wrong_way_0602=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
- Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
- Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
- Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
- Dlg_SC_mc_going_wrong_way_0606=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
- Dlg_SC_mc_going_wrong_way_0607=Race fans, we may be moments away from a crash, as a pilot with no regard for their own life or the lives of others flies in the wrong direction.
- Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
- Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
- Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
- Dlg_SC_mc_going_wrong_way_0611=What are you doing?
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_02=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_04=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_06=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_07=Race fans, we may be moments away from a crash, as a pilot with no regards for their own life or the lives of others, flies in the wrong direction.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
- Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
- Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
- Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
- Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
- Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
- Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
- Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
- Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
- Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
- Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
- Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_08=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
- Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
- Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
- Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
- Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
- Dlg_SC_mc_introduction_welcome_0104=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
- Dlg_SC_mc_introduction_welcome_0105=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
- Dlg_SC_mc_introduction_welcome_0106=
- Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
- Dlg_SC_mc_introduction_welcome_0108=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
- Dlg_SC_mc_introduction_welcome_0109=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
- Dlg_SC_mc_introduction_welcome_0110=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
- Dlg_SC_mc_introduction_welcome_0111=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_04=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_05=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_08=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_09=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_10=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
- Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_11=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
- Dlg_SC_mc_lap_complete_0801=One down.
- Dlg_SC_mc_lap_complete_0802=Another lap in the log.
- Dlg_SC_mc_lap_complete_0803=Mark that lap done.
- Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
- Dlg_SC_mc_lap_complete_0805=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
- Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
- Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
- Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
- Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
- Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
- Dlg_SC_mc_lap_completeLap_Complete_01=One down.
- Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
- Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
- Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
- Dlg_SC_mc_lap_completeLap_Complete_05=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
- Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
- Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
- Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
- Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
- Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
- Dlg_SC_mc_launch_0301=They're off!
- Dlg_SC_mc_launch_0302=And another race, underway.
- Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
- Dlg_SC_mc_launch_0304=Gates open, throttles down.
- Dlg_SC_mc_launch_0305=And there's the start.
- Dlg_SC_mc_launch_0306=And away we go.
- Dlg_SC_mc_launch_0307=And here they come.
- Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
- Dlg_SC_mc_launch_0309=And an aggressive start.
- Dlg_SC_mc_launch_0310=And here we go, now.
- Dlg_SC_mc_launchLaunch_01=They're off!
- Dlg_SC_mc_launchLaunch_02=And another race, underway.
- Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
- Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
- Dlg_SC_mc_launchLaunch_05=And there's the start.
- Dlg_SC_mc_launchLaunch_06=And away we go.
- Dlg_SC_mc_launchLaunch_07=And here they come.
- Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
- Dlg_SC_mc_launchLaunch_09=And an aggressive start.
- Dlg_SC_mc_launchLaunch_10=And here we go, now.
- Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
- Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
- Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
- Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
- Dlg_SC_mc_leaving_track_0705=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
- Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
- Dlg_SC_mc_leaving_track_0707=Careful. Careful!
- Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
- Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
- Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
- Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
- Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
- Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
- Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
- Dlg_SC_mc_leaving_trackLeaving_Track_05=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
- Dlg_SC_mc_leaving_trackLeaving_Track_06=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
- Dlg_SC_mc_leaving_trackLeaving_Track_07=Careful. Careful!
- Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
- Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
- Dlg_SC_mc_leaving_trackLeaving_Track_10=Looks like we have a rebel, who's not going to be penned in by your racing lines.
- Dlg_SC_mc_leaving_weaponsfree_zone_2401=Safeties enabled.
- Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
- Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
- Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
- Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
- Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
- Dlg_SC_mc_lose_position_1403=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
- Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
- Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
- Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
- Dlg_SC_mc_lose_position_1407=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
- Dlg_SC_mc_lose_position_1408=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
- Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
- Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
- Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
- Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
- Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
- Dlg_SC_mc_lose_positionLose_Position_03=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
- Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
- Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
- Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
- Dlg_SC_mc_lose_positionLose_Position_07=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
- Dlg_SC_mc_lose_positionLose_Position_08=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
- Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
- Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
- Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
- Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
- Dlg_SC_mc_moving_up_position_1202=We've got a change in position and a reminder that nothing is certain till they cross that final line.
- Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
- Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
- Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
- Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
- Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
- Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
- Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
- Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
- Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_02=We've got a change in position and a reminder that nothing is certain till they cross that final line.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
- Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
- Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
- Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
- Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
- Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
- Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
- Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
- Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
- Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
- Dlg_SC_mc_neck_and_neck_1309=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
- Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_09=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
- Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
- Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
- Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
- Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
- Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
- Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
- Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
- Dlg_SC_mc_open_fire_ship_destroyed_0906=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
- Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
- Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
- Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
- Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_01=Have I said recently how grateful I am they added guns to this sport?
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_03=The real trick here is maintaing target lock, while not letting up on the throttle.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_06=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_07=In Murray Cup racing, the ships are fast, but the guns are often faster.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
- Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_10=It was a battle for the ages, but someone had to go down in flames.
- Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
- Dlg_SC_mc_player_doing_badly_0502=Some pilots try to win through pure speed, others with precision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
- Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
- Dlg_SC_mc_player_doing_badly_0504=There are so many drivers in the rear of this pack who have just not had the opportunity yet to show what they can do.
- Dlg_SC_mc_player_doing_badly_0505=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' altogether.
- Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
- Dlg_SC_mc_player_doing_badly_0507=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
- Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
- Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
- Dlg_SC_mc_player_doing_badly_0510=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_02=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_04=There are so many drivers in the rear of this pack who have just not had opportunity yet to show what they can do.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_05=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' all together.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_07=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
- Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_10=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
- Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
- Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
- Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
- Dlg_SC_mc_player_doing_well_0404=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
- Dlg_SC_mc_player_doing_well_0405=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
- Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
- Dlg_SC_mc_player_doing_well_0407=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
- Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
- Dlg_SC_mc_player_doing_well_0409=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
- Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_03=The leader is simply outmatching everyone. It's like they're on a whole other level.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_04=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_05=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_07=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_09=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
- Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
- Dlg_SC_mc_player_got_any_position_1801=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
- Dlg_SC_mc_player_got_any_position_1802=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
- Dlg_SC_mc_player_got_any_position_1803=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
- Dlg_SC_mc_player_got_any_position_1804="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
- Dlg_SC_mc_player_got_any_position_1805=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
- Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
- Dlg_SC_mc_player_got_any_position_1807=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
- Dlg_SC_mc_player_got_any_position_1808=Well, the one thing you can say about that race is at least it's finally over.
- Dlg_SC_mc_player_got_any_position_1809=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
- Dlg_SC_mc_player_got_any_position_1810=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_01=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_02=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_03=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_04="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_05=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_07=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_08=Well, the one thing you get say about that race is at least it's finally over.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_09=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
- Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_10=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
- Dlg_SC_mc_player_got_first_place_1601=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
- Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
- Dlg_SC_mc_player_got_first_place_1603=Remember where you were this day, race fans. Your grandkids are going to be asking about it.
- Dlg_SC_mc_player_got_first_place_1604=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
- Dlg_SC_mc_player_got_first_place_1605=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
- Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
- Dlg_SC_mc_player_got_first_place_1607=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
- Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
- Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
- Dlg_SC_mc_player_got_first_place_1610=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_01=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_02=What a finish! I think we may have just witnessed the making of a legend.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_03=Remember where you were this day race fans. You're grandkids are going to be asking about it.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_04=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_05=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_06=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_07=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_09=And across the line! That has got to be one pilot who is pleased with themselves.
- Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_10=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
- Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
- Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
- Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
- Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
- Dlg_SC_mc_player_got_last_place_1705=They call it a qualifier, but after watching that disappointing performance it is looking like almost none of these pilots are in fact qualified.
- Dlg_SC_mc_player_got_last_place_1706=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
- Dlg_SC_mc_player_got_last_place_1707=Is it over?
- Dlg_SC_mc_player_got_last_place_1708=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
- Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
- Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
- Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_02=I haven't witnessed a finish that dissapointing since my first date with Rashida Collins.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_04=And an abyssmal race comes to an abyssmal end, absolutely ruining all of our lives.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_05=The call it a qualifier, but after watching that dissapointing performance it is looking like almost none of these pilots are in fact qualified.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_06=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_08=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_09=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
- Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_11=It is rare to see a beating this bad outside of an Advocacy crime scene.
- Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
- Dlg_SC_mc_sendoff_lines_conclusion_2202=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
- Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
- Dlg_SC_mc_sendoff_lines_conclusion_2204=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
- Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
- Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
- Dlg_SC_mc_sendoff_lines_conclusion_2207=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
- Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
- Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
- Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_02=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_04=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_05=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_07=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_08=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
- Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_10=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
- Dlg_SC_mc_taking_fire_1001=Careful.
- Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
- Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
- Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
- Dlg_SC_mc_taking_fire_1005=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
- Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
- Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
- Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
- Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
- Dlg_SC_mc_taking_fire_1010=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
- Dlg_SC_mc_taking_fireTaking_Fire_01=Careful.
- Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
- Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
- Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
- Dlg_SC_mc_taking_fireTaking_Fire_05=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
- Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
- Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
- Dlg_SC_mc_taking_fireTaking_Fire_08=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
- Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
- Dlg_SC_mc_taking_fireTaking_Fire_10=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
- Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
- Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
- Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
- Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
- Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
- Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
- Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
- Dlg_SC_Tutorial_auto_or_manualTraining_0960_Landing_Auto_Or_Manual_Landing=You can use the automatic EDL landing procedure or do the whole thing manually.
- Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
- Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
- Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing=<sigh> That needs a lot of work.
- Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
- Dlg_SC_Tutorial_barrel_roll_explanationTraining_0450_Flight_Barrel_Roll_Explanation=Rolling is a great way to orient your ship to fit through tight gaps or evade incoming fire. Now you give it a go.
- Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
- Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
- Dlg_SC_Tutorial_boost_alt_useTraining_1090_Flight_Boost_Alt_Use=You can also use it to overpower you manoeuvring thrusters in order to take tighter corners.
- Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
- Dlg_SC_Tutorial_boost_rechargeTraining_1100_Flight_Boost_Recharge=You do have a limited amount that takes time to replenish, so don't go nuts with it.
- Dlg_SC_Tutorial_chaff_difficultyTraining_0800_Combat_CM_Chaff_Difficulty=Deploying chaff takes more skill than flares. To be successful, you need to put it between you and the missile.
- Dlg_SC_Tutorial_chaff_explanationTraining_0790_Combat_CM_Chaff_Explanation=Good. Now, a chaff creates a cloud of electromagnetic interference to mask your signature from the missile.
- Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
- Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
- Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
- Dlg_SC_Tutorial_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
- Dlg_SC_Tutorial_comstab_explanationTraining_1170_Flight_Comstab_Explanation=You also have COMSTAB which adjusts your forward velocity so you can make controlled turns. Disabling COMSTAB will allow you maintain your velocity in turns, but you will drift wider..
- Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to chaff.
- Dlg_SC_Tutorial_decoupled_autoTraining_0150_Landing_Mode_Auto_Engage_Decoupled=Activating landing mode restricts you to decoupled mode, meaning only your manoeuvring thrusters fire, which is handy for precise movement in tight areas.
- Dlg_SC_Tutorial_decoupled_manualTraining_0150_Landing_Mode_Manual_Engage_Decoupled=I've gone ahead and restricted you to decoupled mode, which makes it much easier to position yourself for a launch. In Decoupled Mode, your main engine is disengaged, allowing you to move more precisely using your manoeuvring thrusters.
- Dlg_SC_Tutorial_decoupled_modeTraining_0820_Combat_Decoupled_Mode_Intro_01=Remember Decoupled Mode from taking off? If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
- Dlg_SC_Tutorial_decoupled_player_tryTraining_0820_Combat_Decoupled_Mode_Intro_03=Give it a try, just remember to disengage it when you're done.
- Dlg_SC_Tutorial_decoupled_reminder_autoTraining_0880_Landing_Mode_Auto_Engage_Decoupled=Remember, entering Landing Mode will automatically Decouple your ship, so don't activate it too far away from the landing pad as it cuts down your speed.
- Dlg_SC_Tutorial_decoupled_reminder_manualTraining_0890_Landing_Mode_Manual_Engage_Decoupled=The flight system automatically cuts down on your speed when you deploy the landing gear, so don't activate it too far away from the landing pad.
- Dlg_SC_Tutorial_decoupled_warningTraining_0820_Combat_Decoupled_Mode_Intro_02=It's a great way to dissuade a pursuer, but make sure you've checked your path ahead first.
- Dlg_SC_Tutorial_deviate_from_landingTraining_0950_Landing_Deviate_From_Landing=If you raise you landing gear or stray too far from the pad, you'll have to request it again.
- Dlg_SC_Tutorial_disabled_controlsTraining_0070_Cockpit_Intro_02=You'll notice the majority of your systems are disabled. I'll be controlling when they are on and offline to simulate potential scenarios in combat situations.
- Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
- Dlg_SC_Tutorial_drone_1_introTraining_0470_Combat_Intro_03=Don't worry - it's just a training drone. It handles just like the real thing, but it's weapons are less lethal. Saying that - they still pack a punch so try not to take any hits you don't have to.
- Dlg_SC_Tutorial_drone_2_killedTraining_0840_Combat_Decoupled_Mode_Player_Kill_Drone=Good kill. We're heading back to the landing pad to restock and refuel for the final part of your training.
- Dlg_SC_Tutorial_drone_deadTraining_0700_Combat_Drone_Dead=Good kill.
- Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
- Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
- Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
- Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
- Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
- Dlg_SC_Tutorial_ejects_before_warning_1Training_1410_Self-Destruct_Player_Hit_Eject_Before_Warning=I can't let you eject without initiating self-destruct.
- Dlg_SC_Tutorial_ejects_before_warning_2Training_1420_Self-Destruct_Player_Eject_Prompt_01=It's the only thing I can't do it remotely, kid. You have to initiate. Hurry.
- Dlg_SC_Tutorial_ejects_before_warning_3Training_1420_Self-Destruct_Player_Eject_Prompt_02=Your plant's leaking radiation. You need to self-destruct now.
- Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
- Dlg_SC_Tutorial_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
- Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
- Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
- Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
- Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
- Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
- Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
- Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
- Dlg_SC_Tutorial_flare_explanationTraining_0740_Combat_CM_Flare_Explanation=Last missile was heat-seeking so equip your flares. Helpful tip, don't boost after dropping a flare. Boosted thrusters are much hotter than a flare.
- Dlg_SC_Tutorial_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
- Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=Alright. First thing's first, take a look around your cockpit and familiarise yourself with the layout. It's imperative to quickly find and access specific controls. Last thing you want to be doing in a scrap is bringing up the instructions.
- Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
- Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
- Dlg_SC_Tutorial_glaive_idTraining_1330_Combat_Vanduul_Id_Glaive=That Glaive's a recognised Ace, enemy designation is Tank. We're gonna have to work together to take it down.
- Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
- Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
- Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
- Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
- Dlg_SC_Tutorial_gsafe_explanation_2Training_1130_Flight_G-Safe_Explanation_02=That last sharp turn you probably felt your ship clamp down on the turn. That's your G-Safe system kicking in, making sure that you aren't taking too many G-forces and blacking out.
- Dlg_SC_Tutorial_gsafe_explanation_3Training_1130_Flight_G-Safe_Explanation_03=If you need to get that extra edge in turning, you can disable G-Safe, but be warned. An unconscious pilot turns into a dead one pretty quick.
- Dlg_SC_Tutorial_gsafe_explanationTraining_1130_Flight_G-Safe_Explanation_01=Still with me, kid? Good job. Now one thing you need to understand, every ship's outfitted with systems to look out for you.
- Dlg_SC_Tutorial_guns_backTraining_0810_Combat_Guns_Up_Missles_Later=You got your guns back, but I'll need more time to get your missiles up.
- Dlg_SC_Tutorial_heavy_damageTraining_0300_Take_Off_Heavy_Damage=Ah, don't sweat it, everybody tags their ship the first time. Your ship is still spaceworthy so I we'll just press on.
- Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
- Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
- Dlg_SC_Tutorial_introductionTraining_0030_Introduction_01=I'm Lucas Baramsco, but everyone knows me as Gilly. I've served in six squadrons and qualified on almost a dozen ships, so if you put in the time, I'll get you on the path to dogfighting with the best of them.
- Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
- Dlg_SC_Tutorial_introductionTraining_0040_Player_Report_To_Pod=We're gonna set you up in the F7C on the landing pad over there. Hustle over and let's get going.
- Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
- Dlg_SC_Tutorial_landing_mode_infoTraining_0910_Landing_Hud_Landing_Specific_Info=Once Landing Mode's active, your HUD's going to swap out your combat systems for landing specific functionality..
- Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
- Dlg_SC_Tutorial_landing_radar_helpTraining_0980_Landing_Landing_Radar_Help=Make sure your ship stays within the bounds of the pad and keep your eye on your pitch and roll.
- Dlg_SC_Tutorial_landing_radarTraining_0970_Landing_Landing_Radar=Now that you're on approach, your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
- Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
- Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
- Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
- Dlg_SC_Tutorial_leader_player_dawdles_2Training_0050_Player_Dawdles_02=Let's go.
- Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
- Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
- Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
- Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
- Dlg_SC_Tutorial_match_speed_explainTraining_0320_Targeting_Intro_03=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I’m targeted and hit Match Speed.
- Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
- Dlg_SC_Tutorial_match_speed_target_speedTraining_0410_Flight_Match_Speed_Target_Speed_Change=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly…
- Dlg_SC_Tutorial_missile_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
- Dlg_SC_Tutorial_missile_lock_explanationTraining_0660_Combat_Missile_Lock_Explanation=Missile locking sensors are on the nose so keep your target in front of you long enough to lock on.
- Dlg_SC_Tutorial_missile_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
- Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
- Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
- Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
- Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
- Dlg_SC_Tutorial_multiple_pipTraining_0590_Combat_Hud_Pip_Multiple_Reticles=Notice you have multiple PIPs with varying lag? Each of those indicates a weapon on your ship. The computer's trying to compensate for the varying speeds between your ballistic and energy projectiles.
- Dlg_SC_Tutorial_new_drone_targetTraining_0710_Combat_New_Drone_Target=Let's move on - uh-oh! Looks like he had a friend. Take a look in your rear-view camera.
- Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
- Dlg_SC_Tutorial_outroTraining_0470_Combat_Intro_01=Well, you seem to be able handle your ship, so let's see if you can handle a bit of combat.
- Dlg_SC_Tutorial_performance_averageTraining_1030_1st_Half_Performance_Average=You could use some extra hours in the sim, but you weren't too bad back there.
- Dlg_SC_Tutorial_performance_goodTraining_1020_1st_Half_Performance_Good=You did good back there, kid. Let me guess - you're an Arena Commander fan?
- Dlg_SC_Tutorial_performance_poorTraining_1040_1st_Half_Performance_Poor=I know it's your first time out there, but you're going to have to try harder if you want your wings.
- Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
- Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
- Dlg_SC_Tutorial_pip_explanationTraining_0530_Combat_Target_Pip_Intro=Now you have a target, you will have extra aim reticules. Those are Predicted-Impact-Points or PIPs. They'll show you where to shoot to hit a moving target.
- Dlg_SC_Tutorial_pitch_rollTraining_0160_Take_Off_Pitch_Roll_Warning=Make sure you don't pitch or roll. It'll be tough to get back into proper alignment.
- Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
- Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
- Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
- Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
- Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
- Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
- Dlg_SC_Tutorial_player_completes_1Training_1160_Race_Player_Completes_01=Nice job.
- Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? Alright, I'm a little impressed.
- Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
- Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
- Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
- Dlg_SC_Tutorial_player_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
- Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
- Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
- Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
- Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
- Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
- Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
- Dlg_SC_Tutorial_player_falls_behind_2Training_1180_Race_Player_Falls_Behind_02=Let's go, let's go. I'm falling asleep up here.
- Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
- Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
- Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
- Dlg_SC_Tutorial_player_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
- Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
- Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
- Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
- Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
- Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
- Dlg_SC_Tutorial_player_general_warning_2Training_0370_Flight_Player_General_Warning_02=Let's get back on track. We got a lot to cover.
- Dlg_SC_Tutorial_player_general_warning_3Training_0370_Flight_Player_General_Warning_03=Just so we're clear, kid: you will follow orders or you will fail this training exercise.
- Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
- Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
- Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
- Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
- Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
- Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
- Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
- Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
- Dlg_SC_Tutorial_player_lags_5Training_0330_Flight_Player_Lags_05=Any time.
- Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
- Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
- Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
- Dlg_SC_Tutorial_player_no_weaponsTraining_0730_Combat_No_Weapons=That hit took out your weapons. You'll have to hold out until they come back online. Countermeasures are still online. Use them.
- Dlg_SC_Tutorial_player_off_centreTraining_0200_Take_Off_Player_Off-Centre=Don't align yourself with the middle of the doors. You'd be surprised how many 'cruits forget that the cockpit is not the centre of the ship.
- Dlg_SC_Tutorial_player_strafe_forwardTraining_0180_Take_Off_Player_Move_Forward=Okay. Now strafe forward onto the taxiway. If you need it, the tower should have lit up your path.
- Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
- Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
- Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
- Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
- Dlg_SC_Tutorial_power_plant_warningTraining_1390_Power_Plant_Warning=I'm getting erratic power spikes from your ship. They must have hit your power plant!
- Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
- Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
- Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
- Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
- Dlg_SC_Tutorial_selecting_landing_padTraining_0920_Landing_Hud_Selecting_Landing_Pad=You can cycle through available landing pads the same as cycling through targets.
- Dlg_SC_Tutorial_self_destruct_introTraining_1400_Self-Destruct_Intro=Your ship's loaded with military intel, so we can't let it fall into enemy hands. You'll have to initiate self-destruct before you eject.
- Dlg_SC_Tutorial_ship_checkTraining_0070_Cockpit_Intro_03=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Systems, check. Engines, check. Tower, permission for launch.
- Dlg_SC_Tutorial_ship_menu_groupsTraining_1490_Ship_Config_Menu_Intro_02=In there you'll see your weapon groups, shield configuration and power distribution.
- Dlg_SC_Tutorial_ship_menu_introTraining_1480_Ship_Config_Menu_Intro_01=While we're waiting, feel free to take a look at your ship's setup.
- Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
- Dlg_SC_Tutorial_ship_positionTraining_0750_Combat_CM_Ship_Position=Another pro tip: countermeasures are fired backward so never fly at a missile head-on, launch a countermeasure and expect it to work.
- Dlg_SC_Tutorial_shortcutTraining_1140_Race_Shortcut=Think fast.
- Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
- Dlg_SC_Tutorial_space_brake_introTraining_1110_Flight_Space_Brake_Explanation=If you need to cut speed in a hurry, use your space brake - it's much quicker than dialing back your engines and the moment you let go of it you'll automatically accelerate back up to your previous speed.
- Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
- Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
- Dlg_SC_Tutorial_strafe_sidewaysTraining_0100_Take_Off_Center_Under_Doors=Now I square my ship up with the ceiling doors ready for a vertical take-off.
- Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
- Dlg_SC_Tutorial_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
- Dlg_SC_Tutorial_takes_damageTraining_1290_Combat_Player_Hull_Damage=You're taking a lot of hull damage. Try and keep a shield between you and the enemy.
- Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
- Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
- Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
- Dlg_SC_Tutorial_target_hud_explanation_2Training_0490_Combat_Target_Enemy_Hud_Explanation_02=Shields are drawn as panels floating around the ship. They'll shrink as they weaken until they disappear completely. At that point, your shots will hit the hull and cause lasting damage.
- Dlg_SC_Tutorial_target_hud_explanationTraining_0490_Combat_Target_Enemy_Hud_Explanation_01=Okay, now look at the top right of your HUD. You should see you target displayed. This will show realtime damage, shield status and a few other things.
- Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
- Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
- Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
- Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
- Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
- Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
- Dlg_SC_Tutorial_told_to_eject_0001=Eject!
- Dlg_SC_Tutorial_too_much_damageTraining_0310_Take_Off_Too_Much_Damage=Yeah, I don't think your ship can take any more. I think we'll need to get it patched up and try again.
- Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
- Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
- Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
- Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
- Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
- Dlg_SC_Tutorial_vanduul_intro_3Training_1250_Combat_All_Weapon_Systems_Active=This is not a drill. I repeat, this is not a drill. All your systems are active. This is a live-fire encounter.
- Dlg_SC_Tutorial_vanduul_wave_2Training_1320_Combat_Vanduul_Wave_Two=Stay sharp. We got more hostiles inbound. Looks like there's a Glaive in the mix.
- Dlg_SC_Tutorial_vertical_lift_offTraining_0080_Take_Off_Dust_Off=Alright, first I want to lift vertically until I'm just clear of the landing pad.
- Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
- Dlg_SC_Tutorial_warningTraining_0030_Introduction_02=Don't think you can slink your way through this. You need to focus and execute my commands because there is zero room for error in the black. We clear?
- Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
- Dlg_SC_Tutorial_weapons_overheat_adviceTraining_1300_Combat_Player_Weapons_Overheating_02=Fire in controlled bursts and give your weapons time to cool or they'll overheat.
- DMC_GLOVES=DO NOT USE ------ (DMC) GLOVES (Add new lines for gloves below here)
- DMC_HATS=DO NOT USE ------ (DMC) HATS (Add new lines for hats below here)
- DMC_ITEMS=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- MALE ITEMS
- DMC_ITEMS_DELETE=DO NOT USE ------ (DMC) DENIM MANUFACTURE CORPORATION -- FEMALE ITEMS
- DMC_JACKETS=DO NOT USE ------ (DMC) JACKETS (Add new lines for jackets below here)
- DMC_PANTS=DO NOT USE ------ DMC PANTS (Add new lines for pants below here)
- DMC_SHIRTS=DO NOT USE ------ (DMC) SHIRTS (Add new lines for shirts below here)
- DMC_SHOES=DO NOT USE ------ (DMC) SHOES (Add new lines for shoes below here)
- dusters_basesweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location|Address) and now they’re trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and their security. \n\nDo that for us, and we’ll give you a cut of the haul.
- dusters_basesweep_desc_002=One of ours stopped at an R&R and ran into a miner deep in their cups celebrating. Drunk fool let slip that his outfit had discovered the “find of a lifetime” over at ~mission(Location|Address). \n\nWell, they may have found it, but no way in hell we’re gonna let them keep it. \n\nWe want you to clear all those miners and whatever security they’ve hired out of the way. With the haul we’re looking at, figure it’s worth spending some extra credits to hire someone good.\n\nOnce you’ve sent them packing, we can come in and collect.
- dusters_basesweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore I’ve seen in years.\n\nThere’s one hitch, though. Some other idiots got there first.\n\nWon’t be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location|Address) and knock whatever miners and security guards you find there out for good, we can go in and mine that site for all it’s worth. \n\nDon’t worry, we’ll pay you your cut off the top.
- dusters_basesweep_title_001=Claiming a Stake
- dusters_basesweep_title_002=Clearing the Competition
- dusters_basesweep_title_003=Mine Worth Taking
- dusters_claimsweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location) near ~mission(LagrangeLocation) and now they’re trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and the orbital sentries the bastards have protecting them. \n\nDo that for us, and we’ll give you a cut of the haul.
- dusters_claimsweep_desc_002=One of ours was picking up some supplies when they overheard a miner placing a big order for the new dig they had set up over at ~mission(Location) near ~mission(LagrangeLocation). Was braggin' a bit too loudly about how much they were gonna make off the strike.\n\nWell, they may have found it, but no way in hell we’re gonna let them keep it. \n\nWe want you to clear all those miners and the sentries they have in place out of the way. With the haul we’re looking at, figure it’s worth spending some extra credits to hire someone good like you to take care of it.\n\nOnce you’ve sent them packing, we can come in and collect.
- dusters_claimsweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore I’ve seen in years.\n\nThere’s one hitch, though. Some other idiots got there first.\n\nWon’t be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location) located at ~mission(LagrangeLocation) and knock out the sentries guarding the place, we can go in and mine that site for all it’s worth. \n\nDon’t worry, we’ll pay you your cut off the top.
- dusters_claimsweep_title_001=Razing the Stake
- dusters_claimsweep_title_002=Ore or Nothing
- dusters_claimsweep_title_003=Finders Weepers
- dusters_from=Dusters
- ea_ui_Capturing=Capturing
- ea_ui_Contested=Contested
- ea_ui_CTRL_objectiveCapturingDisplay=> <
- ea_ui_CTRL_objectiveDistance=%d m
- ea_ui_CTRL_objectiveReturning=>>
- ea_ui_CTRL_Phase_Notification=%s
- ea_ui_deathinfo_BleedOut=Killed by Blood Loss
- ea_ui_deathinfo_BoundaryViolation=Boundary Violation
- ea_ui_deathinfo_Crash=Crashed
- ea_ui_deathinfo_EnvironmentalHazard=Killed by Environmental Hazard
- ea_ui_deathinfo_Hazard=Hazard
- ea_ui_deathinfo_Melee=Melee Kill
- ea_ui_deathinfo_SelfDestruct=Self-Destruct
- ea_ui_deathinfo_Suicide=Suicide
- ea_ui_deathinfo_Takedown=Takedown
- ea_ui_deathinfo_UnknownVehicle=Unknown Vehicle
- ea_ui_Destroyed_Objective=Destroyed Objective
- ea_ui_faction_Outlaws=Outlaws
- ea_ui_faction_Supreme=The Supreme
- ea_ui_faction_UEE_Advocacy=UEE Advocacy
- ea_ui_faction_UEE_Marines=UEE Marines
- ea_ui_gamefeed_ctrl_Captured=%s Captured %s
- ea_ui_gamefeed_ctrl_Neutralized=%s Neutralized %s
- ea_ui_gamefeed_ParamCommittedSuicide= committed suicide!
- ea_ui_gamefeed_ParamDied= died
- ea_ui_gamefeed_ParamIsReady= is ready
- ea_ui_gamefeed_ParamJoined= joined
- ea_ui_gamefeed_ParamKilledParam= killed
- ea_ui_gamefeed_ParamLeft= left
- ea_ui_gamefeed_ParamTookTheEasyWay= took the easy way out!
- ea_ui_GameStartsIn=Game Starts In %d
- ea_ui_map_description=Map Description
- ea_ui_map_name=Map Name
- ea_ui_mapname_DemienComms=Demien Comms Center
- ea_ui_MissionTypeDescFPS_Theatres=Fight for dominance in an epic, asymmetrical battle across land, air and space.
- ea_ui_multipleObjectivesContested=Objectives %s Contested
- ea_ui_objective_changing_hands=Objective %s Changing Hands
- ea_ui_Objective_Damaged=Objective Damaged
- ea_ui_objectiveContested=Objective %s Contested
- ea_ui_objectivesCommaSeparator=,
- ea_ui_objectivestatus_Captured=Captured
- ea_ui_objectivestatus_Contested=Contested
- ea_ui_objectivestatus_Defend=Defend
- ea_ui_objectivestatus_DestroyObjective=Destroy Objective
- ea_ui_objectivestatus_Hacking=Hacking
- ea_ui_objectivestatus_HackingPlus=Hacking+
- ea_ui_objectivestatus_HackTerminal=Hack Terminal
- ea_ui_objectivestatus_Offline=Cooling Down
- ea_ui_objectivestatus_Resetting=Resetting
- ea_ui_objectivestatus_TerminalPropHacking=Overload in Progress
- ea_ui_objectivestatus_TerminalPropHackingPlus=Overload in Progress+
- ea_ui_objectivestatus_TerminalPropPaused=Overload Paused
- ea_ui_objectivestatus_TerminalPropReady=Hack To Overload
- ea_ui_OOB_AttackingTeam_OnPhaseChange=Out of Position - Attack New Objective %d Seconds Remaining
- ea_ui_OOB_DefendingTeam_OnPhaseChange=Out of Position - Defend New Objective %d Seconds Remaining
- ea_ui_OOB_General=Out of Position - Return to Simulation. %d Seconds Remaining
- ea_ui_pirateswarm_FinalWaveObjective=Defeat Hostile Merlins for Heavy Reinforcements
- ea_ui_PressKEYWhenReady=Press [~action(default|ready)] when ready
- ea_ui_prop_damage_sent=Damage Sent to Objective
- ea_ui_race_CurrentPosition=Current Position: %S
- ea_ui_reward_PirateSwarmMsg=Congratulations! You've just unlocked the 2949 Pirate Aggressor! The Pirate Gladius & Caterpillar variants are now unlocked for purchase in the Pledge Store.
- ea_ui_reward_PirateSwarmTitle=Pirate Swarm Defeated
- ea_ui_Scoring_Attacker=Attacker
- ea_ui_Scoring_CaptureCloseCall=Close Call
- ea_ui_Scoring_CaptureComplete=Capture Complete
- ea_ui_Scoring_CaptureInitiated=Capture Initiated
- ea_ui_Scoring_CaptureNeutralized=Neutralized
- ea_ui_Scoring_CaptureReversing=Reversing Capture
- ea_ui_Scoring_Capturing=Capturing
- ea_ui_Scoring_Contesting=Contesting
- ea_ui_Scoring_Defender=Defender
- ea_ui_scoring_MeleeKill=Melee Kill
- ea_ui_scoring_VehiclePartDetached=Part Detached
- ea_ui_spawning_Armor=Armor
- ea_ui_spawning_Driver=Driver
- ea_ui_spawning_Extra=Extra
- ea_ui_spawning_NoVehicles=No Vehicles Remaining
- ea_ui_spawning_OnFoot=On Foot
- ea_ui_spawning_Passenger=Passenger
- ea_ui_spawning_Primary=Primary
- ea_ui_spawning_Secondary=Secondary
- ea_ui_spawning_SelectSpawn=Select Spawn
- ea_ui_spawning_SelectSpawnPoint=Select Spawn Point
- ea_ui_spawning_SelectYourLoadout=Select Your Loadout
- ea_ui_spawning_Turret=Turret
- ea_ui_spawning_Unavailable=Unavailable
- ea_ui_spectator_CycleCamera=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle camera
- ea_ui_spectator_CycleMode=[~action(spectator|spectate_gen_nextmode|?)] Cycle mode
- ea_ui_spectator_CycleTarget=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle target
- ea_ui_spectator_LockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Lock Target
- ea_ui_spectator_Respawn= [~action(default|respawn|?)] Respawn
- ea_ui_spectator_Title=Spectating
- ea_ui_spectator_ToggleHUD=[~action(spectator|spectate_toggle_hud|?)] Toggle HUD
- ea_ui_spectator_UnlockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Unlock Target
- ea_ui_StateWaitingForPlayers=Waiting for %d players
- ea_ui_Status_AreaContested=CONTESTED
- ea_ui_SymbolPercentage=%
- ea_ui_The_Good_Doctor=The Good Doctor
- ea_ui_The_Good_Doctor_Description=The Good Doctor Description
- ea_ui_Wave1=Wave 1
- ea_ui_Wave10=Wave 10
- ea_ui_Wave11=Wave 11
- ea_ui_Wave12=Wave 12
- ea_ui_Wave13=Wave 13
- ea_ui_Wave14=Wave 14
- ea_ui_Wave15=Wave 15
- ea_ui_Wave2=Wave 2
- ea_ui_Wave3=Wave 3
- ea_ui_Wave4=Wave 4
- ea_ui_Wave5=Wave 5
- ea_ui_Wave6=Wave 6
- ea_ui_Wave7=Wave 7
- ea_ui_Wave8=Wave 8
- ea_ui_Wave9=Wave 9
- Eckhart_AskForMoreWork_Neg=You got any other jobs?
- Eckhart_AskForMoreWork_Pos=Got anything else for me?
- Eckhart_DoIKnowYou=[PH] Do I Know You?
- Eckhart_GotMoreWork_Timid=[PH] Ok, show me what you got.
- Eckhart_HasNewMission_Bad=I'm listening...
- Eckhart_HasNewMission_Good=I'm interested...
- Eckhart_HasNewMission_GoodForBad=Work is work, right?
- Eckhart_IDontLikeYou=[PH] I know you but don't like you.
- Eckhart_ILikeYou=[PH] I know you and like you.
- Eckhart_InitialVisit=[PH] Is Initial Visit
- Eckhart_MissionCompleted=Job's done.
- Eckhart_MissionFailed=I had an issue with the job.
- Eckhart_NotInterested=[PH] I'm not interested right now.
- Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
- Eckhart_Revisit=[PH] Follow Up Visit
- Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
- Eckhart_Test_FailedLastMission=[PH] Sorry I failed that last mission but I'm still looking for work if you got any...
- Eckhart_Test_LookingForMoreWork=Got any more jobs?
- Eckhart_Test_MidMissionResponse=[PH] I know I'm already doing some work for you but... Got anything else?
- Eckhart_Test_MissionAccepted=Sounds good.
- Eckhart_Test_MissionDeclined=I think I'll pass.
- Eckhart_Test_NeverMind=I can't right now.
- ecn_from=Emergency Communication Network
- ecn_hackprevent_desc_001=ATTENTION: There has been an unauthorized attempt at ~mission(Location) to access the system controls for the Emergency Communication Network. Any available ships in the area capable of rendering assistance to prevent this unlawful sabotage of vital public security infrastructure are requested to do so immediately.
- ecn_hackprevent_title_001=ECN ALERT: Network Intrusion
- ELD_GLOVES=DO NOT USE ------ (ELD) MALE GLOVES (Add new lines for gloves below here)<b>\n</b>
- ELD_HATS=DO NOT USE ------ (ELD) MALE HATS (Add new lines for hats below here)
- ELD_ITEMS=DO NOT USE ------ (ELD) ESCAR LIMITED -- MALE ITEMS
- ELD_JACKETS= DO NOT USE ------ (ELD) MALE JACKETS (Add new lines for jackets below here)
- ELD_PANTS=DO NOT USE ------ (ELD) MALE PANTS (Add new lines for pants below here)
- ELD_SHIRTS=DO NOT USE ------ (ELD) MALE SHIRTS (Add new lines for shirts below here)
- ELD_SHOES=DO NOT USE ------ (ELD) MALE SHOES (Add new lines for shoes below here)
- elevator_accessing=ACCESSING CENTRAL TRANSPORT SYSTEM
- elevator_computing=COMPUTING ROUTE
- elevator_connecting=CONNECTING
- elevator_contacts=Contacts
- elevator_creating_instance=Preparing
- elevator_currentfloor=Current Floor
- elevator_fail_no_destination=No destination available from location.
- elevator_fail_server_full=All instances are currently full.\nPlease try again later.
- elevator_interrogating=INTERROGATING TRANSPORT SYSTEM
- elevator_launch=LAUNCH
- elevator_party_members=Party members
- elevator_quick_join=Quick join
- elevator_requesting=REQUESTING TRANSIT
- elevator_validating=VALIDATING AUTHORIZATION CODE
- elevator_welcome1=ELEVATOR TRANSPORT CONSOLE v1.1
- elevator_welcome2=PLEASE TOUCH SCREEN TO PROCEED
- elevator_welcome3=SEARCHING LOCATIONS
- ElliotWip_bigbennys_001=Normal
- ElliotWip_bigbennys_002=Spicy
- ElliotWip_bigbennys_003=BBQ
- ElliotWip_bigbennys_004=Sweet Chilli
- ElliotWIP_doorhack_001=Rate
- ElliotWIP_doorhack_002=Frequency
- ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
- ElliotWIP_Email_From=Frank Spencer
- ElliotWIP_Email_Title=Sever Down
- ElliotWIP_Email_To=John
- ElliotWIP_EmailMainMenu=Email
- ElliotWIP_EmailSettings=Settings
- ElliotWIP_SecondMenu=
- Ellis=Ellis System
- Ellis_AsteroidBelt1=Ellis Belt Alpha
- Ellis_AsteroidBelt1_Desc=Perhaps the best known asteroid belt in the UEE, the Ellis Belt became famous for being a Murray Cup racetrack. Over the years, the Murray Cup has sought to acquire all rights to the belt, making mining strictly prohibited. \n
- Ellis_Desc=This thirteen-planet system contains a wide habitable zone thanks to its F-type main sequence star. Ellis is mostly known as the home of the UEE's most famous race, the Murray Cup. What began as way to kill time during the terraforming process has become big business; fueling the economy for the three terraformed planets -- Green (Ellis III), Kampos (Ellis IV), and Noble (Ellis V). Ellis' eleventh planet recently collided with its moon, leaving an asteroid belt in the former orbital path.
- Ellis_JumpPoint_Kilian=Ellis - Kilian Jump Point
- Ellis_JumpPoint_Kilian_Desc=This jump point connects Ellis to the Kilian system.
- Ellis_JumpPoint_Magnus=Ellis - Magnus Jump Point
- Ellis_JumpPoint_Magnus_Desc=This jump point connects Ellis to the Magnus system.
- Ellis_JumpPoint_Min=Ellis - Min Jump Point
- Ellis_JumpPoint_Min_Desc=This jump point connects Ellis to the unclaimed Min system.
- Ellis_JumpPoint_Nexus=Ellis - Nexus Jump Point
- Ellis_JumpPoint_Nexus_Desc=This jump point connects Ellis to the Nexus system.
- Ellis_JumpPoint_Taranis=Ellis - Taranis Jump Point
- Ellis_JumpPoint_Taranis_Desc=This jump point connects Ellis to the unclaimed Taranis system.
- Ellis_Star=Ellis
- Ellis_Star_Desc=Ellis
- Ellis1=Ellis I
- Ellis1_Desc=This protoplanet is a scorched, barren ball of rock and bubbling magma due to its extreme proximity to the star. While the possibility exists that there are major deposits of minerals on the planet, mining them would be far too risky.
- Ellis10=Bombora
- Ellis10_Desc=The second gas giant in Ellis system, Ellis X features a consistently turbulent atmosphere. It was this chaotic nature that led to its local nickname of Bombora.
- Ellis11=Ellis XI recently suffered a cataclysmic collision with one of its moons. Astrophysicists speculate that the planet will continue to splinter and ultimately form a new asteroid belt.
- Ellis11_Desc=
- Ellis12=Judecca
- Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
- Ellis13=Pinecone\n
- Ellis13_Desc=Though technically not a planet, Ellis XIII is considered a local mascot. This protoplanet's unique shape has given it the nickname Pinecone.
- Ellis2=Ellis II
- Ellis2_Desc=Ellis II's large size, proximity to its sun, and surprisingly thick atmosphere has left its entire surface a massive desert, marked with strange swirls and ridges created by frequent massive storms on the planet's surface.
- Ellis3=Green
- Ellis3_Desc=The vast oceanic world is mostly known as the primary resort destination for racegoers who enjoy Green's high-end mega-resorts. In an effort to protect the elaborate underwater reefs, ships landing on the planet are directed towards specific landing zones.
- Ellis4=Kampos
- Ellis4_Desc=Named after the large sea creatures that once stalked its deep oceans, Kampos was the first world settled and continues to boast the highest population center in the system.
- Ellis5=Noble
- Ellis5_Desc=The emerald jewel of the system, Noble is known for the vast stretches of woodland, evoking many comparisons to an undeveloped Earth. The local Governors Council has made sustaining the planet's natural beauty a priority.
- Ellis5a=Ellis 5a
- Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
- Ellis5b=Ellis 5b
- Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
- Ellis6_Desc=A terrestrial planet located just outside the system's green band. Although the planet is technically uninhabited, Ellis VI has been used to conduct studies about human habitation.
- Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
- Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
- Ellis9=Walleye
- Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
- escort_safety_client_0001=delivery
- escort_safety_client_0002=research
- escort_safety_client_0003=trade
- escort_safety_client_0004=courier
- escort_safety_client_0005=refueling
- escort_safety_danger_0001=They have detected what could be a hostile threat in the area and would rather not engage without assistance.
- escort_safety_danger_0002=Something appears to have spooked them. Seems they'd rather be safe than sorry and want some extra protection.
- escort_safety_danger_0003=Unfortunately, the area they are in is a known outlaw hunting ground. Caution is advised.
- escort_safety_danger_0004=We've had a couple reports of other ships being hit in that area. Go in expecting trouble.
- escort_safety_danger_0005=One of their convoy has already been destroyed. The hostiles in the area should be considered extremely dangerous.
- escort_safety_danger_0006=A ship like that is a prime target and if they get out of there alive, it'll be a miracle. To be frank, they should never have gone in by themselves in the first place.
- escort_safety_desc=~mission(Description)
- escort_safety_desc_0001=A ~mission(Client) ship is stuck out in ~mission(Location) and needs an extraction to ~mission(Destination). ~mission(Danger)If escorts do engage with hostiles, combat pay will be issued. Be ready to roll out as soon as possible. Don't want to keep them waiting out there any longer than necessary.
- escort_safety_desc_0002=We have been contacted by a ~mission(Client) vessel that is in urgent need of escort from ~mission(Location) to ~mission(Destination). If hired, you would be expected to report to the rendezvous point and begin immediately. ~mission(Danger)Combat pay will be issued if enemy contact is made.
- escort_safety_desc_0003=To any available vessels with combat capabilities who are willing and ready to fly to ~mission(Location), a ~mission(Client) ship is in need of escort to ~mission(Destination). ~mission(Danger)Engaging with any enemy ships will result in hazard pay.
- escort_safety_from=~mission(Contractor)
- escort_safety_location_0001=a safe point
- escort_safety_location_0002=a point of safe egress
- escort_safety_location_0003=their destination
- escort_safety_location_0004=somewhere they can quantum from
- escort_safety_obj_long_01=Rendezvous at the ~mission(Client) ship's distress beacon.
- escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
- escort_safety_obj_long_03=Escort the ~mission(Client) ship to ~mission(Destination).
- escort_safety_obj_marker_01=Distress Beacon
- escort_safety_obj_marker_02=Protect
- escort_safety_obj_opt_01=Combat Pay Bonus
- escort_safety_obj_short_01=Rendezvous at Beacon
- escort_safety_obj_short_02=Hold In Formation
- escort_safety_obj_short_03=Escort to Safety
- escort_safety_obj_short_03a=Destination
- escort_safety_title=~mission(Title)
- escort_safety_title_0001=Escort Contract
- escort_safety_title_0002=Armed Escort Needed
- escort_safety_title_0003=Extraction Needed
- escort_safety_title_0004=Escort to Safety
- escort_scan_ally_001=researcher
- escort_scan_ally_002=miner
- escort_scan_ally_003=surveyor
- escort_scan_ally_004=scout
- escort_scan_complexity_001=a single nav point
- escort_scan_complexity_002=a single location
- escort_scan_complexity_003=a scan point
- escort_scan_complexity_004=a couple stops
- escort_scan_complexity_005=a few locations
- escort_scan_complexity_006=several navpoints
- escort_scan_complexity_007=a series of stops
- escort_scan_complexity_008=a series of locations
- escort_scan_complexity_009=a list of navpoints
- escort_scan_danger_001=Although all signs indicate a light possibility of hostile contact, please be prepared, just in case. However, in the event of enemy contact, compensation will be granted based on performance.
- escort_scan_danger_002=This route will mostly likely encounter hostiles. If engaged, combat bonuses will be paid.
- escort_scan_danger_003=Warning, this is a dangerous route with a high probability of outlaw contact. Prepare accordingly. ~mission(Contractor) is willing to offer a competitive payment for combat effectiveness.
- escort_scan_desc=~mission(Description)
- escort_scan_desc_0001=~mission(Contractor) is looking for available contractors to meet up with a ~mission(Client) as soon as possible and escort them to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon the ~mission(Client)'s safe return.
- escort_scan_desc_0002=NOW HIRING FOR IMMEDIATE START\n\nLooking for ~mission(EscortType) to guard a ~mission(Client) while they travel to ~mission(EscortNum). ~mission(Danger)Payment will be certified through ~mission(Contractor) and transferred upon completion.
- escort_scan_desc_0003=ARMED ESCORT NEEDED. ~mission(Contractor) seeking pilots to rendezvous with a ~mission(Client) at ~mission(location) and protect them on their journey to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon contract completion. The ~mission(Client) is already en route to the rendezvous currently so punctuality is appreciated.
- escort_scan_desc_0004=~mission(Contractor) wants to hire an escort to guard a ~mission(Client) while they travel to ~mission(EscortNum). Professional and punctual applicants only. Show up on time and be ready to work. Payment will be issued at the end of the job. ~mission(Danger)
- escort_scan_desc_0005=~mission(Contractor) has been running scanning ops in the system and need pilots to act as a protective detail to a ~mission(Client). Escorts will rendezvous with the client at ~mission(Location) and accompany them while they survey ~mission(EscortNum). If hired, you must be ready to report for duty immediately. ~mission(Danger)Payment will be transferred when the job is complete and the ~mission(Client) is safe.
- escort_scan_from=~mission(Contractor)
- escort_scan_obj_display_02=Escort the Ship
- escort_scan_obj_display_03=Hold until scan is complete %ls
- escort_scan_obj_display_04=Protect the Ship
- escort_scan_obj_long_01=Meet with the ~mission(Client)'s ship at the rendezvous beacon.
- escort_scan_obj_long_02=Escort ~mission(Client) to the nav point.
- escort_scan_obj_long_03=Hold until scan is complete.
- escort_scan_obj_long_04=Protect ~mission(Client) against hostile forces.
- escort_scan_obj_long_05=Escort ~mission(Client) to their final destination.
- escort_scan_obj_marker_03=Protect
- escort_scan_obj_marker_05=Destination
- escort_scan_obj_opt_01=Combat Pay Bonus
- escort_scan_obj_short_01=Rendezvous with Ship
- escort_scan_obj_short_02=Escort the Ship
- escort_scan_obj_short_03=Hold Position
- escort_scan_obj_short_04=Protect the Ship
- escort_scan_obj_short_05=Escort To Destination
- escort_scan_title=~mission(Title)
- escort_scan_title_0001=Escort Contract
- escort_scan_title_0002=Armed Escort Needed
- escort_scan_title_0003=Scanning Run
- escort_scan_title_0004=Protection Run
- escort_scan_title_0005=Need an Escort
- escort_scan_type_001=security
- escort_scan_type_002=a protective detail
- escort_scan_type_003=armed escorts
- escort_scan_type_004=escorts
- escort_scan_type_005=combat escorts
- escortscan_MissionStart_Timer=Rendezvous with ~mission(Client) %ls
- escortscan_obj_marker_01=Rendezvous
- escortscan_obj_marker_02=Escort
- escortscan_obj_marker_02a=Nav Point
- EVALIGHT_ITEMS=DO NOT USE ------ (EVL) EVALIGHT CLOTHING ITEMS -- MALE
- EVL_GLOVES=DO NOT USE ------ (EVL) MALE GLOVES (Add new lines for gloves below here)
- EVL_HATS=DO NOT USE ------ (EVL) MALE HATS (Add new lines for hats below here)
- EVL_JACKETS=DO NOT USE ------ (EVL) MALE JACKETS (Add new lines for jackets below here)
- EVL_PANTS=DO NOT USE ------ (EVL) MALE PANTS (Add new lines for pants below here)
- EVL_SHIRTS=DO NOT USE ------ (EVL) MALE SHIRTS (Add new lines for shirts below here)
- EVL_SHOES=DO NOT USE ------ (EVL) MALE SHOES (Add new lines for shoes below here)
- Exit_Screen_bye_001=wip goodbye
- Exit_Screen_merit_001=wip your merits
- Exit_Screen_Report_001=wip report for release
- Fabric_Material_References=DO NOT USE ------ Adding Fabric Material Refs here.
- Factions_Advocacy_DisplayName=Advocacy
- Factions_BlacJac_DisplayName=BlacJac Security
- Factions_CrusaderSecurity_DisplayName=Crusader Security
- Factions_HurstonSecurity_DisplayName=Hurston Security
- Factions_Navy_DisplayName=UEE Navy
- Factions_NineTail_DisplayName=Nine Tails
- Factions_NorthRock_DisplayName=Northrock
- Fashion_Styles=DO NOT USE ------ What type of CUT the item is. (Hoodie, Vest, Slacks, Jeans, Cargo Pants, Baseball Hat, Cowboy Hat etc..)
- Fashion_Types=DO NOT USE ------ What category of clothing does this fit into?
- fine_terminal_cost_heading=Fine
- fine_terminal_escalated=Escalated
- fine_terminal_esclated=Late Fee
- fine_terminal_Header=Fines
- fine_terminal_icon=FAQ
- fine_terminal_icon_002=X
- fine_terminal_informationScreen_Info=\nHow are fines attributed to me?\nMost fines are issued directly by members of law enforcement, but some result from violations detected by ships and mobiGlas and automatically broadcast to the Emergency Communication Network (ECN) system.\n\n\nWhat sort of things can I get a fined for?\nFor a complete list of finable offenses and misdemeanors applicable in your current jurisdiction, please consult your mobiGlas.\n\n\nWhy did I receive a fine for something legal elsewhere?\nCertain jurisdictions have different laws. You should always check the legality of your cargo when entering a new jurisdiction.\n\n\nMy ship was stolen, why am I still receiving fines?\nUnless you report your vehicle stolen to law enforcement (this can be easily done at an ASOP terminal), you are still considered the legal owner of the ship and are responsible for certain crimes perpetrated by it.\n\n\nWhat are Escalated Fines?\nTo encourage prompt payment, the Office of Imperial Justice (OIJ) provides offenders a short period where newly acquired fines may be settled at a discounted rate. If payment is not made before this period expires, the fine escalates in both price and severity.\n\n\nWhat happens if I don’t pay my Escalated Fines?\nIf you accumulate enough unpaid escalated fines you will be issued a crimestat. The heavier your escalated fines, the faster this will happen. The OIJ strongly urges everyone to pay their fines regularly and on time.\n\n\nWhat if I receive a fine in error?\nIf you think you have received a fine in error, please contact the Issue Council. While mistakes are rare, we are trying to improve the system all the time and your feedback is welcome.\n
- fine_terminal_informationScreen_Title=Frequently Asked Questions
- fine_terminal_infraction_date=Infraction Date
- fine_terminal_Infraction_Heading=Infraction
- fine_terminal_infraction_location=Jurisdiction
- fine_terminal_insufficientfunds_001=Insufficient Funds
- fine_terminal_latewarning_001=!
- fine_terminal_LoggingIn=Accessing System
- fine_terminal_login_001=Login As User
- fine_terminal_login_002=Login As Admin
- fine_terminal_Logout=Logging Out
- fine_terminal_neglect=Payment Due
- fine_terminal_nofines_001=You Have No Outstanding Fines.
- fine_terminal_paid_001=Paid
- fine_terminal_pay_001=Pay All Fines
- fine_terminal_pay_002=Pay Fine
- fine_terminal_playerbalance_001=Your Balance
- fine_terminal_processing=Processing Request...
- fine_terminal_returning=Returning To Login
- fine_terminal_time_001=HH:MM:SS
- fine_terminal_time_heading=Escalation
- fine_terminal_title_001=Fines & Citations Payment System
- fine_terminal_total=Total
- fine_terminal_totalfines_001=Total Fines
- fine_terminal_unauthorised=Unauthorized Access Detected
- Fines_Early=Early
- Fines_Escalated=Escalated
- Fines_Neglected=Neglected
- FireMode_Burst=[BURST]
- FireMode_Charge=[CHARGE]
- FireMode_Rapid=[AUTO]
- FireMode_Shotgun=[SHOTGUN]
- FireMode_Single=[SEMI]
- flightHUD_Label_AFB=AFB
- flightHUD_Label_AUTO=AUTO
- flightHUD_Label_CPLD=CPLD
- flightHUD_Label_ESP=ESP
- flightHUD_Label_FUEL=FUEL
- flightHUD_Label_GEAR=GEAR
- flightHUD_Label_GSAF=GSAF
- flightHUD_Label_HOV=HOV
- flightHUD_Label_HYD=HYD
- flightHUD_Label_LOCK=LOCK
- flightHUD_Label_QDampener_Activated=ACTIVATED
- flightHUD_Label_QDampener_Deactivated=DEACTIVATED
- flightHUD_Label_QDampener_Green_Zone=Q DAMPENER DEACTIVATED (GREEN ZONE)
- flightHUD_Label_QDampener_Title=QUANTUM DAMPENER
- flightHUD_Label_QSnare_Charging=QUANTUM SNARE CHARGING
- flightHUD_Label_QSnare_Cooldown=PLEASE WAIT — COOLING
- flightHUD_Label_QSnare_Discharging=QUANTUM SNARE DISCHARGING
- flightHUD_Label_QSnare_Green_Zone=Q SNARE DEACTIVATED (GREEN ZONE)
- flightHUD_Label_QSnare_Initiated=QUANTUM SNARE INITIATED
- flightHUD_Label_QSnare_Offline=QUANTUM SNARE OFFLINE
- flightHUD_Label_QSnare_Ready=QUANTUM SNARE READY
- flightHUD_Label_QSnare_Tethering=QUANTUM SNARE ACTIVATED
- flightHUD_Label_QUA=QUA
- flightHUD_Label_TARG=TARG
- flightHUD_Label_TERM=TERM
- flightHUD_Label_THRUST=THRUST
- flightHUD_Label_VelMetersPerSec=VEL M/S
- FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
- FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost, we need somebody to secure it again
- FPS_AI_From=*WIP* Edward Fuller
- FPS_AI_Obj_Long_01=*WIP* Go to the outpost
- FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
- FPS_AI_Obj_Marker_01=*WIP* Outpost
- FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
- FPS_AI_Obj_Short_01=*WIP* Go to the outpost
- FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
- FPS_AI_Title=*WIP* Outpost Lost to Pirates
- fps_ammo_Notification=+ %i %s ammo
- fps_assassin_desc=~mission(Description)
- fps_assassin_from=~mission(Contractor)
- fps_assassin_title=~mission(Title)
- fps_NoReward=No Reward
- FPSPVEVS_EasyScenario_Objective01=Kill pirates.
- FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
- FPSPVEVS_Mission_Desc=[PH] UEE forces really want to capture this sweet asteroid base.
- FPSPVEVS_Mission_Title=Assault The Asteroid Base
- frontend_Accept=Accept
- frontend_Cancel=Cancel
- frontend_CharacterCustomization=Character Customization
- frontend_CharacterCustomizationDescription=Select a category to view adjustable properties.
- Frontend_CheckboxEquip=Equip Rental Item
- Frontend_CheckboxRenew=Auto-Renew
- Frontend_CompareItem=Compare Item
- Frontend_CompareShip=Compare Ship
- Frontend_ConfirmRental=Confirm Rental
- Frontend_Equip=Equip Item
- Frontend_Equipped=Equipped
- Frontend_ExtendRental=Extend Rental
- frontend_GoBack=Go Back
- Frontend_ItemRented=Item Rented
- Frontend_ItemSelectionText=Select an item from the left to view its details.
- Frontend_LabelCost=Cost /week:
- Frontend_LabelCurrentBalance=Current Balance:
- Frontend_LabelCurrentQuantity=Quantity
- Frontend_LabelFinalBalance=Final Balance:
- Frontend_LabelQuantity=Quantity:
- Frontend_LabelRentalPeriod=Rental Period:
- Frontend_login_queue_position=You are currently in a queue to enter the game server, your position in the queue is %i
- Frontend_OEM=OEM
- Frontend_Options=
- Frontend_PartyInviteMessage=%S has invited you to join a party. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
- frontend_ProfileSelect=Profile Select
- frontend_ProfileSelectDescription=Please select a character profile.
- Frontend_Rent=Rent
- Frontend_Rental=Rental
- Frontend_RentalHeader=Rental Items
- Frontend_RentalPricePeriod=/week
- Frontend_Rented=Rented
- Frontend_RentItem=Rent Item
- Frontend_RentShip=Rent Ship
- frontend_ResetCharacter=Reset Character
- frontend_Revert=Revert
- frontend_Select=Select
- Frontend_Selected=Selected
- Frontend_SelectItem=Select Item
- Frontend_SelectRentShip=Select/Rent Ship
- Frontend_SelectShip=Select Ship
- Frontend_ShipCustomization=Ship Customization
- Frontend_ShipRentalHeader=Rental Ships
- Frontend_ShipRented=Ship Rented
- Frontend_ShipSelect=Ship Rental/Select
- Frontend_ShipSelectionText=Select a ship from the left to view its details.
- Frontend_Unequip=Unequip Item
- FTL_Danger_001=Due to this being a potentially riskier route, please ensure that you do not allow hostiles to delay the contract's completion.
- FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly.
- FTL_Danger_003=With this route in particular, several other FTL contractors have encountered hostiles in the past. We trust that you'll be appropriately prepared.
- FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment.
- FTL_Danger_005=Be aware that this run takes you through a route with a higher risk rating. We trust that you will see to it that you are delayed for any reason, including hostiles.
- FTL_delivery_desc_0001=ATTENTION ALL FTL COURIERS\nNEW RUN AVAILABLE FOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION - The shipment is waiting for collection at ~mission(Location|Address). \n\nDROPOFF LOCATION - It will need to be delivered to ~mission(Destination|Address). \n\nDELIVERY WINDOW - ~mission(Contractor|Timed)\n\nTRAVEL - All transportation needs should be arranged by courier. ~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
- FTL_delivery_desc_intro=FTL COURIER SERVICES IS HIRING!\n\nAre you a committed, industrious and punctual individual who enjoys travel and is looking to work independently? \nIf your answer is yes, then FTL Courier Services may have the ideal opportunity for you!\n\nHandling over a billion collections and deliveries every year, FTL has been consistently rated the Empire's most trusted courier service by providing businesses and consumers a safe and reliable way to send and receive their shipments wherever, whenever.\n\nTo make all this happen, FTL contracts with thousands of self-employed couriers across every system in the UEE and we are currently looking for new people to join our ranks. \n\nFTL offers:\n* Great earning potential based on how many deliveries you complete.\n* Convenience of selecting only the routes that appeal to you. Stay local or explore father, the choice is yours.\n* Flexibility to accept multiple contracts, even from other companies. With our non-exclusive employment agreements, we leave it up to you to maximize your schedule.\n \nIn order to apply you’ll need:\n* Your own means of insured travel.\n* The right to work in the UEE and no current CrimeStat rating.\n* Excellent time management skills and the ability to plan your own travel routes.\n* Successful completion of the below Employment Evaluation.\n\nEMPLOYMENT EVALUATION\nTo make sure that you're a good fit for our company, we would like to see you in action! This trial contract will have you collect a package from ~mission(Location|Address) and deliver it to ~mission(Destination|Address). ~mission(Contractor|Timed)This is a paid evaluation. Participation is not a guarantee of any future work with FTL or FTL associates.\n\nDon’t wait! Complete your Employment Evaluation today and start your journey with FTL Courier Services.
- FTL_delivery_title_001=FTL Courier Assignment
- FTL_delivery_title_intro=FTL Courier Employment Evaluation
- FTL_SignOff_001=Good luck and good speed, courier!
- FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best!
- FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire!
- FTL_SignOff_004=And don't forget, you are representing FTL! A smile and a kind word are some of the best tools a courier can have.
- FTL_SignOff_005=We hope you have a speedy and safe journey!
- FTL_Timed_001=The delivery must be made before the deadline expires.
- FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL.
- FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions.
- FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline.
- FTL_Timed_005=This is an FTL 'Sprint' order with a tight deadline. Keep an eye on the clock to make sure you finish on time.
- garage_01=Garage 01
- garage_02=Garage 02
- garage_03=Garage 03
- garage_04=Garage 04
- garage_05=Garage 05
- garage_06=Garage 06
- garage_07=Garage 07
- garage_08=Garage 08
- garage_09=Garage 09
- garage_10=Garage 10
- garage_11=Garage 11
- garage_12=Garage 12
- garage_13=Garage 13
- garage_14=Garage 14
- garage_15=Garage 15
- garage_16=Garage 16
- GarethWIP_CaveMission=CAVE MISSION
- GarethWIP_CaveMissionAssa_Stanton1=CAVE MISSION ASSA STANTON1
- GarethWIP_CaveMissionAssa_Stanton1b=CAVE MISSION ASSA STANTON1B
- GarethWIP_CaveMissionAssa_Stanton2b=CAVE MISSION ASSA STANTON2B
- GarethWIP_CaveMissionBounty_Stanton1=CAVE MISSION BOUNTY STANTON1
- GarethWIP_CaveMissionBounty_Stanton1b=CAVE MISSION BOUNTY STANTON1b
- GarethWIP_CaveMissionBounty_Stanton2b=CAVE MISSION BOUNTY STANTON2b
- GarethWIP_CaveMissionClearAll_Stanton1=CAVE MISSION CLEAR ALL STANTON1
- GarethWIP_CaveMissionClearAll_Stanton1b=CAVE MISSION CLEAR ALL STANTON1B
- GarethWIP_CaveMissionClearAll_Stanton2b=CAVE MISSION CLEAR ALL STANTON2B
- GarethWIP_CaveName=Cave
- generic_go_down=Go Down
- generic_go_up=Go Up
- generic_locations_blank=
- generic_lower_floor=Lower Floor
- generic_upper_floor=Upper Floor
- GenResponse_cant_right_now=I can't right now.
- GenResponse_LookingForMoreWork=Got any more work?
- GenResponse_LookingForWork=I'm looking for work.
- global_terminal_date_001=Date
- global_terminal_login_001=Login
- global_terminal_logout_001=Logout
- global_title_001=Please use this folder for all globally available strings, they will be included in the live build
- Goss=Goss System
- Goss_Desc=Generally regarded as one of the most visually stunning parts of the Empire, Goss is a binary star system situated near the massive stellar phenomenon known as the Olympus Pool. Consequently, the bulk of the system's economy comes from tourism, but Gossians pride themselves on being self sufficient as the system produces its raw materials internally, mining and harvesting resources on their own.\n
- Goss_JumpPoint_Helios=Goss - Helios Jump Point
- Goss_JumpPoint_Helios_Desc=This jump point connects Goss to the Helios system.
- Goss_JumpPoint_Osiris=Goss - Osiris Jump Point
- Goss_JumpPoint_Osiris_Desc=This jump point connects Goss to the Osiris system which is protected by the Fair Chance Act.
- Goss_JumpPoint_Tayac=Goss - Tayac Jump Point
- Goss_JumpPoint_Tayac_Desc=This jump point connects Goss to the Tayac system.
- Goss_JumpPoint_Terra=Goss - Terra Jump Point
- Goss_JumpPoint_Terra_Desc=This jump point connects Goss to the Terra system.
- Goss_JumpPoint_Tyrol=Goss - Tyrol Jump Point
- Goss_JumpPoint_Tyrol_Desc=This jump point connects Goss to the unclaimed Tyrol system.
- Goss_Star1=Goss A
- Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
- Goss_Star2=Goss B
- Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
- Goss1=Goss I
- Goss1_Desc=The abundant farmlands that cover most of this planet's massive mono-continent are used to exclusively feed the large population on neighboring planet, Cassel. \n
- Goss2=Cassel
- Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
- Goss3=Goss III
- Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
- goupbounty_obj_long_02=Once located, all the members of the wanted organization must be neutralized.
- goupbounty_obj_short_01=Locate Bounties
- goupbounty_obj_short_02=Neutralize Bounties: %ls
- GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
- GraceWarnings_NoFly_002=No Public Access, Change Course Now
- GraceWarnings_Trespassing_001=Private Property, Please Leave
- GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
- GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
- GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
- GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
- Greeter_EndConversation=That's All
- Greeter_RequestInfo_City=Ask About the City
- Greeter_RequestInfo_Greeter=Ask About the Greeter
- Greeter_RequestInfo_Location=Ask About the Location
- Greeter_RequestInfo_Planet=Ask About the Planet
- Greeter_RequestJoke=Ask for Joke
- group_add_to_contacts=Add to Contacts
- group_add_to_party=Invite to Party
- group_block=Block
- group_disband_group=Disband Group
- group_invite_accept=Invite
- group_invite_group_to_party=Invite Group to Party
- group_invite_select_channel=Select A Channel
- group_invite_to_selected_group=Invite to Channel
- group_kick_from_group=Kick from Group
- group_kick_from_party=Kick from Party
- group_leave_group=Leave Group
- group_leave_party=Leave Party
- group_make_group_leader=Make Group Leader
- group_make_party_leader=Make Party Leader
- group_mute_player=Mute Player
- group_out_of_range=Out of Range
- group_remove_from_contacts=Remove from Contacts
- group_unmute_player=Unmute Player
- GroupBounty_007=
- groupbounty_desc=~mission(Contractor|GroupBountyDescription)
- groupbounty_from=~mission(Contractor|GroupBountyFrom)
- groupbounty_marker_01a=~mission(Target1)
- groupbounty_marker_01b=~mission(Target2)
- groupbounty_marker_01c=~mission(Target3)
- groupbounty_marker_01d=Neutralize
- groupbounty_obj_long_01=Search for the wanted organization's members' current locations. Bounties hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
- groupbounty_subobj_short_01a=Locate ~mission(Target1)
- groupbounty_subobj_short_01b=Locate ~mission(Target2)
- groupbounty_subobj_short_01c=Locate ~mission(Target3)
- groupbounty_subobj_short_02a=Neutralize ~mission(Target1)
- groupbounty_subobj_short_02b=Neutralize ~mission(Target2)
- groupbounty_subobj_short_02c=Neutralize ~mission(Target3)
- groupbounty_title=~mission(Contractor|GroupBountyTitle)
- hack_prevent_desc=~mission(Contractor|HackPreventDescription)
- hack_prevent_from=~mission(Contractor|HackPreventFrom)
- hack_prevent_logout_display_01=Terminate Unauthorized Access at ~mission(Location)
- hack_prevent_logout_marker_01=Terminate Access
- hack_prevent_logout_obj_long_01=Manually terminate the unauthorized maintenance control panel access at ~mission(Location).
- hack_prevent_logout_obj_short_01=Terminate Unauthorized Access
- hack_prevent_obj_display_01=Prevent Hack at ~mission(Location)
- hack_prevent_obj_long_01=Prevent hackers from accessing the system at ~mission(Location).
- hack_prevent_obj_marker_01=Prevent Hack
- hack_prevent_obj_short_01=Prevent Hack
- hack_prevent_repair_display_01=%ls to Restore Uplink
- hack_prevent_title=~mission(Contractor|HackPreventTitle)
- hack_program_Abort=Abort
- hack_program_Aborting=Aborting...
- hack_program_AuthN=Cancel
- hack_program_AuthY=Continue
- hack_program_BlockedDesc=Security Protocol Override
- hack_program_BlockedDesc_002=User Verification Required In
- hack_program_BlockedTitle=Progress Halted
- hack_program_BlockTime=10
- hack_program_BootScreen=Cryptokey Initiated
- hack_program_CloseWindow=Exit Cryptokey
- hack_program_CloseWindow2=Exit
- hack_program_confirm_abort=Do you wish to proceed?
- hack_program_ExternalConnection=WIP Hacking External Connection
- hack_program_Failed=Unable to Access System
- hack_program_Failed2=DATA TRANSFER TERMINATED
- hack_program_HackInProgress=Attempting to Access System
- hack_program_HackInProgress2=ENCRYPTED STORAGE ACCESSED
- hack_program_hackresult_001=Cryptokey Failure
- hack_program_hackresult_002=Cryptokey Success
- hack_program_hackresult_003=UPLOAD MANAGER
- hack_program_HackSucess=System Access Granted
- hack_program_HackSucess2=DATA TRANSFER COMPLETE
- hack_program_SelfDistruct=Destroying Cryptokey...
- hack_program_Stage1=Establishing Admin Connection
- hack_program_Stage2=Assessing Security Protocols
- hack_program_Stage3=Configuring Data Parameters
- hack_program_stage4=Generating Temporary Passkey
- hack_program_Stage5=DATA TRANSFER IN PROGRESS
- hack_program_warning=Warning: Cryptokey Will Be Lost
- hack_program_warning2=Warning: Data transfer will be cancelled
- Hadrian=Hadrian System
- Hadrian_AsteroidBelt1=Hadrian Belt Alpha
- Hadrian_AsteroidBelt1_Desc=Located near a jump point, there are still some undetonated anti-ship mines lurking about in here lingering from the cold war. As such, the asteroids were never mined, so daring miners will risk it. A path between the Terra jump point and the remaining jumps was cleared through the belt (buoys were placed to make sure people stayed on the path).\n
- Hadrian_Desc=Known as "No Man's Land", Hadrian's location near Xi'an space made it a militarily strategic system during the cold war. Now it is famous for being a main shipping checkpoint between the UEE and Xi'an Empire. Travelers are advised to stay in the system's safe space lanes, which are demarcated by buoys. Those who ignore the space lanes are liable to encounter unexploded anti-ship mines left over from the cold war.\n
- Hadrian_Flotilla=Kedsu Reef
- Hadrian_Flotilla_Desc=On the lagrange point of Hadrian II, there's a mini-mall cluster of former military stations that have been converted into a massive bazaar. Some newer trade stations have opened in recent years as the site has become a mecca of trade to the Xi'an.
- Hadrian_JumpPoint_Castra=Hadrian - Castra Jump Point
- Hadrian_JumpPoint_Castra_Desc=This jump point connects Hadrian to the Castra system.
- Hadrian_JumpPoint_Gurzil=Hadrian - Gurzil Jump Point
- Hadrian_JumpPoint_Gurzil_Desc=This jump point connects Hadrian to the Gurzil system.
- Hadrian_JumpPoint_Kiel=Hadrian - Kiel Jump Point
- Hadrian_JumpPoint_Kiel_Desc=This jump point connects Hadrian to the Kiel system.
- Hadrian_JumpPoint_Oya=Hadrian - Oya Jump Point
- Hadrian_JumpPoint_Oya_Desc=This jump point connects Hadrian to the Oya system.
- Hadrian_JumpPoint_Pyro=Hadrian - Pyro Jump Point
- Hadrian_JumpPoint_Pyro_Desc=This jump point connects Hadrian to the unclaimed Pyro system.
- Hadrian_JumpPoint_Terra=Hadrian - Terra Jump Point
- Hadrian_JumpPoint_Terra_Desc=This jump point connects Hadrian to the Terra system.
- Hadrian_Star=Hadrian
- Hadrian_Star_Desc=A class-M red giant star.
- Hadrian1=Hadrian I
- Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
- Hadrian2=Hadrian II
- Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
- Hadrian3=The Watcher
- Hadrian3_Desc=Nicknamed "the Watcher" thanks to the large dark spot in the planet's otherwise pale color, Hadrian III is a massive ice giant on the fringe of the system.\n
- hangar_01=Hangar 01
- hangar_02=Hangar 02
- hangar_03=Hangar 03
- hangar_04=Hangar 04
- hangar_05=Hangar 05
- hangar_06=Hangar 06
- hangar_07=Hangar 07
- hangar_08=Hangar 08
- hangar_09=Hangar 09
- hangar_10=Hangar 10
- hangar_11=Hangar 11
- hangar_12=Hangar 12
- hangar_13=Hangar 13
- hangar_14=Hangar 14
- hangar_15=Hangar 15
- hangar_16=Hangar 16
- hangar_17=Hangar 17
- hangar_18=Hangar 18
- hangar_19=Hangar 19
- hangar_20=Hangar 20
- hdactivist_assassination_danger_001=Don't take this target lightly. There's a reason Hurston's relied on them to do so much dirty work.
- hdactivist_assassination_danger_002=You're going after one vicious bastard, so best come prepared.
- hdactivist_assassination_danger_003=I'd recommend hitting them hard and fast before they have a chance to comm for backup.
- hdactivist_assassination_danger_004=Watch out for this one. 'Mercy' isn't part of their vocabulary.
- hdactivist_assassination_desc_001=To anyone who knows Hurston's recent history, they know that ~mission(TargetName) is responsible for some truly vicious crimes against the honest men and women who are trying to improve worker conditions on Hurston. Time and time again, they have acted well outside the bounds of UEE law but, of course, Hurston denies that ~mission(TargetName|Last) has anything to do with these crimes and refuses to even investigate them. This miscarriage of justice means that we must take matters into our own hands. \n\nRecently, an insider sympathetic to our cause says ~mission(TargetName|Last) can be found around ~mission(Location). I will happily pass along this information, and a substantial payday, to anyone willing to bring vengeance upon them. ~mission(Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
- hdactivist_assassination_desc_002=Any chance you've heard of ~mission(TargetName)? Hurston recently promoted this bloodthirsty thug to a special task force that makes dissidents disappear. ~mission(TargetName|Last) has proven to be quite effective and even taken a perverse pleasure in the new position. It's obvious that the universe would be better off if ~mission(TargetName|Last) was taken down.\n\n~mission(Danger)I managed to get a hold of their latest deployment orders. Could be useful when tracking down the target. \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
- hdactivist_assassination_desc_003=Let's just say the less you know about this one the better. We want you to find and eliminate a Hurston lackey named ~mission(TargetName). ~mission(Danger) \n\nDetails containing their last known sighting around ~mission(Location) will be provided. ~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
- hdactivist_assassination_timed_001=Word spreads fast around here. Don't wait too long on this, or you might lose the element of surprise.
- hdactivist_assassination_timed_002=For the sake of the movement, it's vital this gets done soon.
- hdactivist_assassination_timed_003=There's chatter that ~mission(TargetName|Last) is planning something big. You've got to stop them before it's too late.
- hdactivist_assassination_timed_004=We need you to move fast on this. Who knows what the target is working on.
- hdactivist_assassination_title_001=Real Criminal Justice
- hdactivist_assassination_title_002=Level the Playing Field
- hdactivist_assassination_title_003=Retribution
- hdactivist_basesweep_danger_001=They aren't expecting you, but don't think for a second this is going to be easy. Those bastards love to fight.
- hdactivist_basesweep_danger_002=Make sure you have more than enough ammo. There's no way to know how many of 'em will be down there.
- hdactivist_basesweep_danger_003=Make sure you're armed up and prepared for war.
- hdactivist_basesweep_danger_004=I'm not gonna lie, this will get bloody, but that's what we have to do to secure our future.
- hdactivist_basesweep_desc_001=Recently, Hurston security forces have been increasingly more violent to anyone voicing opposition to their authority. We've tried all legal channels, but it seems that an equally aggressive response will be the only way they'll hear us. I'm looking to pay someone to deliver that message.\n\nWe've learned that security forces have been operating out of ~mission(Location). I'll send you the coordinates. You go in and clear it out. ~mission(Contractor|BaseSweepDanger)\n\nHopefully there will be a day where we can resolve this through rational discourse, but they've made it clear that it is not today.\n\n** Ex Malo Bonum **
- hdactivist_basesweep_desc_002=Looking for a heavy hitter interested in some serious action. ~mission(Location) is crawling with corrupt, armed assholes working for Hurston. I need them gone, pronto. Don't care how you handle it, only that it gets done. ~mission(Contractor|Danger) \n\nDo this right and you'll be compensated accordingly.\n\n** Ex Malo Bonum **
- hdactivist_basesweep_desc_003=If you found this, it's probably safe to say that you have an axe to grind with Hurston. I don't know about you, but I'm sick and tired of waiting for things to magically get better. What we need are bold actions to show Hurston that the status quo must go. \n\nThat's why I dug up some info about ~mission(Location). It's where corporate thugs hang out and plan their attacks on the people of Hurston. Clearing that location would send a bold message to Corporate that we're willing to fight fire with fire. You interested? \n\nIt'll be dangerous, but you'll be paid well. ~mission(Contractor|BaseSweepDanger) \n\n** Ex Malo Bonum **
- hdactivist_basesweep_desc_004=We got intel on ~mission(Location) that says it's staffed with corporate thugs. We aren't just going to sit around and wait for them to crack down on our brothers and sisters who are just trying to make Hurston a better place to live. I don't have the skills to handle this type of op, but I've got the creds to fund it. Interested? \n\nShould go without saying, but this job will be highly dangerous. ~mission(Contractor|BaseSweep)A lot of good people will get hurt if someone doesn't stop them.\n\n** Ex Malo Bonum **
- hdactivist_basesweep_desc_005=Looking for someone who's willing to fight for what's right. For far too long Hurston has used violence to keep its people in line. Now it's time to show them that their intimidation tactics won't go unanswered.\n\nI've recently obtained intel that's identified ~mission(Location) as being key to their security operations. Anyone willing to clear out the location will be doing the people of Hurston a great service. It'll be risky, but I'll also make sure you're paid well for your trouble. ~mission(Contractor|BaseSweep) \n\n** Ex Malo Bonum **
- hdactivist_basesweep_remaining=Hostiles Remaining: %ls
- hdactivist_basesweep_title_001=Force For Good
- hdactivist_basesweep_title_002=Righteous Raid
- hdactivist_basesweep_title_003=Call To Arms
- hdactivist_basesweep_title_004=Time For Action
- hdactivist_from=X
- hdactivist_stealfromship_outlaw_desc_001=One of the smugglers we work with on occasion, ~mission(TargetName), refuses to complete our arranged delivery unless we triple our agreed-upon payment. As you can imagine, we can't allow their greed to endanger the movement, nor can we afford to pay their unreasonable demands. \n\nInstead, we're hopeful that you'll be able to track them down for us and forcefully retrieve our rightful property. Once you successfully bring the shipment to ~mission(Destination), we will gladly give you the credits we had originally promised ~mission(TargetName|Last). \n\n\n** Ex Malo Bonum **
- hdactivist_stealfromship_outlaw_desc_002=Recently, one of our much needed supply runs got hit by an outlaw. Before our hauler died, they managed to confirm the identity of their attacker - ~mission(TargetName).\n\nWe need you to hunt this bastard down and take back what's ours. And of course we'll pay you for delivering the supplies to ~mission(Destination).\n\n\n** Ex Malo Bonum **
- hdactivist_stealfromship_outlaw_desc_003=~mission(TargetName) betrayed us. \n\nAn important shipment we had smuggled in to ~mission(Destination) went missing a few days ago and we were finally able to track it down. One of our operatives, ~mission(TargetName|Last), had stolen it.\n\nWe need that traitor tacked down and the shipment brought back. Do whatever you need to. \n\n\n** Ex Malo Bonum **
- hdactivist_stealfromship_outlaw_desc_004=Hurston Security is taking active action to cut off our supply routes. They're even turning a blind eye to outlaws in the area as long as it's our ships being attacked. We need to respond before our resources are completely cut off. \n\nWe've been able to track down the location of one of these outlaws, ~mission(TargetName). Bring the stolen goods aboard their ship back to ~mission(Destination). I don't expect ~mission(TargetName|Last) will give it up without a fight.\n\nHopefully this'll show Hurston that we will not back down.\n\n\n** Ex Malo Bonum **
- hdactivist_stealfromship_outlaw_title_001=Restocking Supplies
- hdactivist_stealitem_danger_001=Things could get dangerous. Gear up just in case.
- hdactivist_stealitem_danger_002=Watch yourself out there. Pretty sure Hurston will do whatever it takes to keep us from getting this thing.
- hdactivist_stealitem_danger_003=Fair warning, but security might be at the site. If they come after you, do what's necessary to get that crate.
- hdactivist_stealitem_danger_004=As always, a gig like this can be dangerous. So plan for the worst, hope for the best, right?
- hdactivist_stealitem_danger_005=Be careful. Security could be all over that location.
- hdactivist_stealitem_desc_001=Got information on the location of a certain package that would greatly help our cause. We're looking for someone willing to hit up ~mission(Location), retrieve the item, and deliver it to ~mission(Destination). Interested? \n\n~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n** Ex Malo Bonum **
- hdactivist_stealitem_desc_002=Want to support a good cause and earn some solid creds? \n\nIf so, then help us get our hands on specific crate that's supposed to be in ~mission(Location). If you find the crate and bring it to ~mission(Destination), I'll make it worth your while. ~mission(Contractor|Danger) \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
- hdactivist_stealitem_desc_003=There's a growing movement focused on making Hurston a better place and we need some help. We've been tracking a certain item for some time that could help our cause in multiple ways. With Hurston's recent escalation of oppression, we believe now is the time to acquire it for ourselves, but with security forces watching our every move, we need someone else to collect it from ~mission(Location). \n\nIf you bring the crate to ~mission(Destination), we'll pay you a price commensurate with your troubles. ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
- hdactivist_stealitem_desc_004=Recently, Hurston fabricated charges against a hauler working for us in order to confiscate a very important delivery. Their actions aren't legal, even by Hurston standards, but they don't care and we can't wait attain it through legal channels. That's why I'm looking to pay someone to do it for us.\n\nAn insider who's sympathetic to our cause claims it ended up in ~mission(Location). I'll send you the exact coordinates. ~mission(Contractor|Timed) \n\nOnce you have the crate, bring it to ~mission(Destination) and I'll transfer the creds. ~mission(Contractor|Danger) \n\n** Ex Malo Bonum **
- hdactivist_stealitem_desc_005=The Lorville customs office claims to have lost a crate that was being sent to us by a prominent supporter outside the system. I've got it on good authority that's a lie. Those Hurston bastards simply seized it to mess with us. I can't let this injustice stand and hope you're willing to help right this wrong.\n\nI just got word that they moved the crate to ~mission(Location). I need someone to find this thing and bring it to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)I'll make sure you're paid well for all your trouble.\n\n** Ex Malo Bonum **
- hdactivist_stealitem_desc_006=I need your help. An old friend was desperate for work, so I threw him a gig hauling a valuable item for us. Turns out he had an active crime stat, and Hurston Security arrested him before he could make the delivery. Now I'm in hot water. That crate needs to get to ~mission(Destination) or I'm screwed.\n\nI pulled a few strings and discovered that the cargo actually ended up in ~mission(Location). I'll pay you if you can retrieve it for me and make the delivery. ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum**
- hdactivist_stealitem_destination_001=a hideout on Hurston
- hdactivist_stealitem_destination_002=a safe spot on Arial
- hdactivist_stealitem_destination_003=a discreet spot on Aberdeen
- hdactivist_stealitem_destination_004=a secure facility on Magda
- hdactivist_stealitem_destination_005=a secret site on Ita
- hdactivist_stealitem_location_001=a debris field
- hdactivist_stealitem_location_002=a wrecked ship
- hdactivist_stealitem_location_003=a Hurston facility
- hdactivist_stealitem_location_004=an underground facility
- hdactivist_stealitem_timed_001=Don't drag your heels. Who knows how long that crate will be there.
- hdactivist_stealitem_timed_002=I can't stress how important it is that you get this shipment to us.
- hdactivist_stealitem_timed_003=The clock's ticking on this contract. We need this thing as soon as possible.
- hdactivist_stealitem_timed_004=Need it sooner rather than later.
- hdactivist_stealitem_timed_005=Hopefully, this thing isn't already gone. Better hurry up and find out.
- hdactivist_stealitem_title_001=Civil Forfeiture
- hdactivist_stealitem_title_002=Appropriate Crate
- hdactivist_stealitem_title_003=Procure Package
- hdactivist_stealitem_title_004=Retrieve Item
- Heads_Male_01=Face 01
- Heads_Male_02=Face 02
- Heads_Male_03=Face 03
- Heads_Male_04=Face 04
- Heads_Male_05=Face 05
- Heads_Male_06=Face 06
- Heads_Male_07=Face 07
- Heads_Male_08=Face 08
- Heads_Male_09=Face 09
- Hints_ADS1=Combat\nUse ~action(player|zoom) to aim down the weapon sights.
- Hints_ADSContext01=~action(player|stabilize) Hold Breath ~action(player|zoom_in) / ~action(player|zoom_out) Zoom In / Out
- Hints_ADSContext01_Gamepad=~action(player|stabilize) Hold Breath ~action(player|zoom_in_out) Zoom
- Hints_ASOP1=Vehicle Retrieval\nVehicle Selector Kiosks allow you to retrieve any of your owned ships using the Fleet Manager.\nFind them in the center of Deck 1.
- Hints_ASOP2=Vehicle Retrieval\nPass through an Airlock to reach the landing pads.\nFollow the AR waypoint on your visor to locate your ship.
- Hints_ASOP3=Vehicle Retrieval\nActivate the Vehicle Selector Kiosk with Interaction Mode (~action(player_choice|pc_interaction_mode)).\nNavigate the Fleet Manager and select 'Retrieve' on the ship you wish to use.
- Hints_ATC1=Air Traffic Control (ATC)\nYou should be careful and request landing permission when arriving at a station.\nNavigate your MFD screen to COMMS via the Menu tab.
- Hints_ATC2=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to make the request.
- Hints_ATC3=Air Traffic Control (ATC)\nSelect the Comms icon next to the landing service to request take-off.
- Hints_Camera1=Camera\nPress ~action(spaceship_view|v_view_cycle_fwd) to cycle through camera views.
- Hints_Chat1=Chat\nOpen and close Chat with ~action(default|toggle_chat).\nPress ~action(default|focus_on_chat_textinput) to start typing.
- Hints_Combat1=Combat\nPress and hold ~action(player|holster) to holster weapons.
- Hints_Combat2=Combat\nIf you have ammo reserves, pressing ~action(player|reload) will reload your equipped weapon.
- Hints_Combat3=Combat\nUse ~action(player|selectpistol) to select your sidearm.\n~action(player|selectprimary) and ~action(player|selectsecondary) will select primary weapons should you have any equipped.
- Hints_Combat3_Gamepad=Combat\nUse ~action(player|nextweapon) to equip a weapon.\nPressing ~action(player|nextweapon) will cycle weapons should you have more equipped.
- Hints_Combat4=Combat\nPress ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
- Hints_Combat4_Gamepad=Combat\nClick in ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
- Hints_Contacts1=Contacts\nOpen and Close the CommLink App with ~action(default|toggle_contact).
- Hints_Criminality1=CrimeStat\nYou have gained a CrimeStat level by committing an infraction in monitored space.\nYour current CrimeStat level is displayed in the upper right of your visor.
- Hints_Criminality2=CrimeStat\nThe higher your CrimeStat level, the more hostility you'll encounter from local Security.
- Hints_Criminality3=CrimeStat\nYour CrimeStat level is one of the factors that determines which missions are available to you.\nAvoiding trouble will allow your level to dissipate over time, but there are also ways to clear it entirely...
- Hints_CryAstro1=Cry Astro\nFor a price, your Spaceship's damage, fuel (Regular and Quantum) and ammo supplies can be fixed and topped up at CryAstro.
- Hints_CryAstro2=Cry Astro\nFind an available landing platform to land on to start your transaction.
- Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
- Hints_EnterBedNotPlayersShip=Logging Out\nYou'll respawn on another player's ship if it is available on the server\nOtherwise, you'll respawn at the last station you stored a ship at
- Hints_EnterBedPlayersNear=Logging Out\nWhen people are nearby, your ship remains on the server for a short time\nDuring this time there is a risk of it being destroyed or stolen
- Hints_EnterBedPlayersOnShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty\nDuring this time there is a risk of it being destroyed or stolen
- Hints_EVA1=Zero-G (EVA)\nIn Zero-G, use ~action(zero_gravity_eva|eva_strafe_forward), ~action(zero_gravity_eva|eva_strafe_back), ~action(zero_gravity_eva|eva_strafe_left) and ~action(zero_gravity_eva|eva_strafe_right) to strafe forward, back, left and right.
- Hints_EVA1_Axis=Zero-G (EVA)\nIn Zero-G, use ~action(zero_gravity_eva|eva_strafe_longitudinal) to strafe forward and back and ~action(zero_gravity_eva|eva_strafe_lateral) to strafe left and right.
- Hints_EVA2=Zero-G (EVA)\n~action(zero_gravity_eva|eva_strafe_up) and ~action(zero_gravity_eva|eva_strafe_down) strafe up and down.\n~action(zero_gravity_eva|eva_roll_left) and ~action(zero_gravity_eva|eva_roll_right) roll left and right.
- Hints_EVA2_Axis=Zero-G (EVA)\n~action(zero_gravity_eva|eva_strafe_vertical) strafe up and down.\n~action(zero_gravity_eva|eva_roll) roll left and right.
- Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=FPS Harvesting - Collection\n\nYou have successfully harvested an item! To stow it, interact with it and stow it into your personal inventory.
- Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=FPS Harvesting - Collection\n\nItems that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
- Hints_FPSHarvesting_OnHarvestableStowed=FPS Harvesting - Collection\n\nYou have successfully harvested and stowed an item! Consider collecting more or return to a trading console to sell it for profit.
- Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=FPS Harvesting - Collection\n\nYou have found a harvestable item. To collect it, simply interact with it.
- Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=FPS Harvesting - Collection\n\nYou have found a harvestable item but you don't have an armor with an inventory equipped. You cannot store this item without one.
- Hints_FPSMining_OnPlayerBackpackFull=FPS Mining - Collection\n\nYour inventory is full. You cannot store any more shards until you empty it or sell its contents.
- Hints_FPSMining_OnPlayerFinishedScanningRock=FPS Mining - Fracturing\n\nOnce scanned, prepare the deposit for collection by fracturing it with your mining tool. Press ~action(player|attack1) to begin charging the rock with energy.
- Hints_FPSMining_OnPlayerLooksAtFPSRock=FPS Mining - Deposits\n\nYou have found a deposit suitable for harvesting. To collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
- Hints_FPSMining_OnPlayerOwningMiningTool=FPS Mining Tool\n\nThis mining tool allows for the collection of valuable materials from smaller ore deposits too delicate to be harvested by larger mining vehicles.
- Hints_FPSMining_OnPlayerSelectingMiningTool=FPS Mining\n\nTo find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
- Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=FPS Mining Tool\n\nTrying to use the tool for anything other than mining will have little effect. Find a suitable ore deposit to use the tool properly.
- Hints_FPSMining_OnPlayerStartMining=FPS Mining - Fracturing\n\nUse MMBWheel to throttle the power output of the mining tool and keep the rock's energy level in the green optimal zone. Higher instability deposits will have a more chaotic power transfer. Higher resistance rocks will require more energy.
- Hints_FPSMining_OnPlayerTargetsFPSRock=FPS Mining - Scanning\n\nTo scan an ore deposit, switch your mining tool to ADS mode. The compositional details provided are critical to successful mining .
- Hints_FPSMining_OnRockEnterDangerZone=FPS Mining - Fracturing\n\nCareful. Overcharging a rock can result in a dangerous and even lethal explosion.
- Hints_FPSMining_OnRockEnterOptimalZone=FPS Mining - Fracturing\n\nOnce a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
- Hints_FPSMining_OnRockSuccessfulyFractured=FPS Mining - Collection\n\nNow that the rock has been fractured, interact with the shards to store them in your personal inventory.
- Hints_FPSMining_OnShardLootedIntoBackpack=FPS Mining - Collection\n\nShards that you collect and store in your inventory can be sold at various locations. To maximize your potential profits, consider continuing collecting until your inventory is completely full.
- Hints_Fuel1=Fuel\nYour fuel is low.\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
- Hints_Fuel2=Fuel\nQuantum Travel Fuel is low.\nTo refill, park at a pad or hangar and use your vehicle maintenance mobi-app from the pilot’s seat.
- Hints_Fuel3=Fuel\nYour Hydrogen Fuel is low\nIf your spaceship has fuel intakes, limit your maneuvering to refill over time.\nAlternatively, collect a fuel pickup.
- Hints_Green_Zone1=Armistice Zone\nYou have exited the Armistice Zone - weapons are now 'Live.'
- Hints_Heal1=Heal\nPress ~action(player|combatheal) to use any medpens you have.
- Hints_Heal2=Heal\nYour health is low.\nIf you've a medpen, press ~action(player|combatheal) to use it.
- Hints_Hint_System1=Hints\nYou can disable the Hints at any time via the Game Settings.
- Hints_Interaction_Condition_Generic=Some interaction options can be unavailable based on context, and the interaction will fail. \nIf present, use the inner thought text or hint to help resolve the blocking condition.
- Hints_Interaction_Condition_Helmet=You cannot use this interaction whilst wearing a helmet. Remove your helmet through mobiglas and try again.
- Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
- Hints_Interaction_Mode1=Interaction Mode\nTap (~action(player_choice|pc_interaction_mode)) to open doors, enter seats and activate terminals using Quick Interact.
- Hints_Interaction_Mode2=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to switch to Interaction Mode.\nInteraction points will be highlighted.
- Hints_Interaction_Mode2_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to toggle in and out of Interaction Mode.
- Hints_Interaction_Mode3=Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
- Hints_Interaction_Mode4=Interaction Mode\nZoom in and out with ~action(player_choice|pc_zoom_in) and ~action(player_choice|pc_zoom_out).
- Hints_Interaction_Mode4_Gamepad=Interaction Mode\nZoom in and out with ~action(default|ui_3d_display_zoom_toggle).
- Hints_Interaction_Mode5=Interaction Mode\nHold ~action(player_choice|pc_interaction_mode) to use Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
- Hints_Interaction_Mode5_Gamepad=Interaction Mode\nPress ~action(player_choice|pc_interaction_mode) to use Interaction Mode.\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).\nPress ~action(player_choice|pc_interaction_mode) again to exit Interaction Mode.
- Hints_Items1=Items\nPress ~action(player|grenade) to throw any grenades you have equipped.
- Hints_Items2=Items\nWatch out for the grenade icon that indicates when a grenade has been thrown near to you.
- Hints_Journal1=Journal\nThe Journal app is for reviewing your correspondence and collected data.
- Hints_Keybinding1=Keybindings\nIf a Hint action is UNBOUND you should remap it in the Keybinding menu\nFind the Keybinding menu in the Options.
- Hints_KeyBindingCancelPopuUp=To cancel the key rebind press (~action(default|ui_toggle_pause))
- Hints_LoggingOut=Logging Out\nWhile in your ship's bed, press ~action(player_choice|pc_interaction_mode) to see the option to log out.
- Hints_LogInBedSpawnFailGeneric=Bed Unavailable\nThe bed you last logged out from is currently unavailable on this server.\nInstead, you have respawned at your previous location.
- Hints_LogoutAIShip=Logging Out\nOnly ships owned by a player can be used as an initial spawn location.
- Hints_LogoutEnteredNonOwned=Logging Out\nYou can initially spawn on another player's ship if it is available on the server.\nOtherwise, your initial spawn will be at the last location you stored a ship at.
- Hints_LogoutEnteredNoPlayersAround=Logging Out\nWhen no other people are in the area, your ship will despawn from the server.
- Hints_LogoutEnteredPlayersAround=Logging Out\nWhen people are nearby, your ship remains on the server for a short time.\nDuring this time there is a risk of it being destroyed or stolen.
- Hints_LogoutEnteredPlayersInShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty.\nDuring this time there is a risk of it being destroyed or stolen.
- Hints_LogoutShipWithinShip=Logging Out\nVehicles stored on another ship's landing area are not available for player spawning.
- Hints_Map01=Maps\nOpen the Ark StarMap with ~action(vehicle_general|v_starmap).\nSet a destination here for Quantum Travel.
- Hints_Map01_Gamepad=Maps\nOpen your mobiGlas with ~action(vehicle_general|mobiglas) to find the Ark StarMap app\nSet a destination there for Quantum Travel.
- Hints_Melee_Blocking=To successfully block, hold ~action(player|melee_block) <block>and turn to face the incoming attack.</block>
- Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
- Hints_Melee_Dodging=To dodge attacks, double tap ~action(player|melee_dodgeLeft), ~action(player|melee_dodgeRight)<dodge1> <dodge2>or ~action(player|melee_dodgeBack)<dodge3> to quickly step left, right or backwards.</dodge3></dodge2></dodge1>
- Hints_Melee_EquipFists=Press ~action(player|selectUnarmedCombat) to raise your fists and enter a fighting-ready stance.<fists></fists>
- Hints_Melee_HeavyHaymaker=To throw a Haymaker, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Jab.
- Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).<left><right></right></left>
- Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife.
- Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
- Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
- Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).<left><right></right></left>
- Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down.
- Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown.
- Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) <takedown gun="">for a non-lethal takedown.</takedown>
- Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee)<takedown melee=""> for a lethal takedown.</takedown>
- Hints_Melee_Uppercut=To throw an Uppercut, hold the alternate ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight) after performing a Hook.
- Hints_MFD1=Multi-Function Displays (MFDs)\nManage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.\nPress ~action(default|ui_3d_display_zoom_toggle) to focus in for a closer look.
- Hints_MFD2=Multi-Function Displays (MFDs)\nUse Interaction Mode to switch between and manipulate the information displayed on screen.
- Hints_MFD3=Multi-Function Displays (MFDs)\nTake the time to get accustomed to the options available here.\nBeing able to quickly navigate these screens will be vital later.
- Hints_mobiGlas1=mobiGlas\nOpen and Close your mobiGlas with ~action(player|mobiglas).
- Hints_mobiGlas2=mobiGlas\nTo switch between mobiGlas applications, select an icon on the bottom left.
- Hints_Monitored1=Monitored Space\nThe local security forces uphold monitored space zones throughout the system.\nAny area where the satellite icon is displayed on your visor is monitored.
- Hints_Monitored2=Monitored Space\nWorking Comm Arrays are required to maintain monitored space.
- Hints_Monitored3=Monitored Space\nYou have passed outside of the local security's monitored zone.
- Hints_OnProspectorCargoFull=Mining - Cargo\nYour cargo hold is completely full. Any additional minerals extracted will be lost. Travel to a refinery kiosk to sell your cargo.
- Hints_OnProspectorCargoHalfFull=Mining - Cargo\nYour cargo hold is half full.
- Hints_OnProspectorEngineStart=Mining - Intro\nTo start mining, fly over the surface of a planet or moon, use the radar ping to find identify rocks that are worth mining and then harvest the minerals.
- Hints_OnProspectorExtractableRockTargetted=Mining - Extraction\nOnce the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode ~action(spaceship_mining|v_toggle_mining_laser_type) to extract the minerals inside the rock.
- Hints_OnProspectorFracturableRockTargetted=Mining - Fracture\nTarget a rock for your ship to automatically scan it. Maintain this scan to project more data on the selected rock on the HUD. Switch to Fracture Mode ~action(spaceship_mining|v_toggle_mining_laser_type) and use your Mining Laser ~action(spaceship_mining|v_toggle_mining_laser_fire) to fracture the rock. Use ~action(spaceship_mining|v_increase_mining_throttle) or ~action(spaceship_mining|v_decrease_mining_throttle) to adjust the laser throttle to keep the rock's energy level inside the optimal values.
- Hints_OnProspectorInLowOrbitOverMoon=Mining - Scanning\nTo find valuable materials, switch to your scanning mode ~action(spaceship_targeting|v_toggle_scan_mode) and use the radar ping ~action(spaceship_targeting|v_invoke_ping) to locate potential mineral deposits.
- Hints_OnProspectorMiningModeSwitch=Welcome to the Mining Mode\n This mode is split into two sub-modes: Fracture Mode and Extraction Mode. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks. You can switch between these two modes using ~action(spaceship_mining|v_toggle_mining_laser_type).
- Hints_OnProspectorMiningNoProgress=Mining - Difficulty\nThe deposit you are attempting to mine is either too resistant or too big for you to break with your current mining equipment. Consider upgrading your mining laser to a stronger one, finding a different deposit to mine or teaming up with other players to break it together.
- Hints_OnProspectorRadarBlobFound=Mining - Scanning\nMineral deposit detected. Fly closer to narrow down its position and identify what it is.
- Hints_OnProspectorRockExtracted=Mining - Cargo\nYou have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
- Hints_OnProspectorRockFractured=Mining - Extraction\nNow that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted(purple).
- Hints_OnProspectorRockInPassiveRadar=Mining - Scanning\nYou have found a rock rich in ore. Get close and switch your ship to Mining Mode using ~action(spaceship_targeting|v_toggle_mining_mode).
- Hints_OnProspectorRockPowerDangerLevel=Mining - Extraction\nCareful. If the rock reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
- Hints_OnProspectorRockPowerOptimalLevel=Mining - Extraction\nKeeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
- Hints_Oxygen1=Oxygen\nCheck your Oxygen Meter regularly.\nUse any OxyPens you have with ~action(player|refillgastank).
- Hints_Oxygen2=Oxygen\nYour Oxygen Tank is running low.\nYou can top up your tank at any time by pressing ~action(player|refillgastank).
- Hints_Oxygen3=Oxygen\nYour Oxygen Tank is very low.\nPress ~action(player|refillgastank) to use an OxyPen.
- Hints_Oxygen4=Oxygen\nYour Oxygen Tank is running low.\nYou need to find a life support habitat or OxyPen to replenish it.
- Hints_Oxygen5=Oxygen\nYour Oxygen Tank is very low\nHurry towards the center of the map to find OxyPens.
- Hints_Oxygen6=Oxygen\nYour Oxygen Tank is very low\nQuickly return to a life support habitat or find an OxyPen.
- Hints_Personal_Inner_Thought1=Personal Inner Thought (PIT)\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) and press ~action(player_choice|pc_personal_thought) to open your Personal Inner Thought menu.
- Hints_Personal_Inventory01=Personal Inner Thought (PIT) Press (~action(player_choice|pc_pit_inventory)) to open Personal Commodity Inventory
- Hints_Pickups1=Pickups\nWhen enemies are defeated, they drop pickups that replenish your spaceship.\nThere are four different kinds: Fuel, Ammo, Missiles and Repair.
- Hints_Pickups2=Pickups\nThe pickups offer larger rewards to the players that dealt the most damage.
- Hints_Player_Movement1=Movement\nUse ~action(player|fixed_speed_increment) to increase your movement speed.
- Hints_Player_Movement2=Movement\nUse ~action(player|sprint) to sprint.
- Hints_Player_Movement2_Gamepad=Movement\nClick in ~action(player|sprint) to sprint.
- Hints_Player_Movement3=Movement\nPress ~action(player|crouch) to crouch.\n~action(player|prone) will make you go prone.
- Hints_Player_Movement3_Gamepad=Movement\nPress ~action(player|gp_crouch) to crouch.\nHolding ~action(player|prone) will make you go prone.
- Hints_Player_Movement3_Joystick=Movement\nPress ~action(player|gp_crouch) to crouch\n~action(player|prone) will make you go prone.
- Hints_Player_Movement4=Movement\nPress ~action(player|jump) to jump.\nThis will also stand you up from prone or crouch.
- Hints_Player_Movement4_Gamepad=Movement\nPress ~action(player|gp_jump) to jump.\nThis will also stand you up from prone or crouch.
- Hints_Port_Olisar2=mobiGlas\nYour mobiGlas Equipment Manager app allows you to view and change your current outfit.
- Hints_Port_Olisar3=Airlocks\nBefore attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
- Hints_Port_Olisar4=mobiGlas\nUse your mobiGlas Equipment Manager app to change clothes, weapons and armor.
- Hints_Private_Match1=Private Matches\nPrivate matches are unranked meaning your scores aren't recorded.
- Hints_Quantum_Drive_Cooldown1=Quantum Drive - Cool-Down\nAfter you QT, your drive will need to cooldown.\nHow long of a cooldown depends on the distance Quantum Travelled.
- Hints_Quantum_Drive_Spooling1=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nShips must now spool up their Quantum Drives in order to Quantum Travel.
- Hints_Quantum_Drive_Spooling2=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nSpooling will expose nearby navigation markers if nothing is selected in the Starmap.
- Hints_Quantum_Drive_Spooling3=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\n Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
- Hints_Quantum_Drive_Spooling4=Quantum Drive - Spooling\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nSpooling your Quantum Drive will draw power from other elements in your Ship.\n(Most notably, your ship's Weapons and Shields.)
- Hints_Quantum_Linking1=Quantum Linking\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate QT for the group.\nNearby group members that are aligned and spooled will travel with you.
- Hints_Quantum_Travel_Calibration1=Quantum Travel - Calibration\nAlign to a Nav Marker to start Calibrating your QT Target.
- Hints_Quantum_Travel_Calibration2=Quantum Travel - Calibration\nThe more closely you align to the QT Target, the faster your drive will calibrate.
- Hints_Quantum_Travel_Calibration3=Quantum Travel - Calibration\nTap ~action(spaceship_movement|v_toggle_qdrive_spooling) to toggle Spooling.\nThis will allow you to Quantum to any Calibrated destination.
- Hints_Quantum_Travel_Calibration4=Quantum Travel - Calibration\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to initiate Quantum Travel.
- Hints_Quantum_Travel_Cancel1=Quantum Travel - Cancel\nHold ~action(spaceship_movement|v_toggle_qdrive_engagement) to cancel QT.\n QT must be cancelled PRIOR to starting the deceleration phase.
- Hints_Quantum_Travel1=Quantum Travel\nOnce you've set a destination in the StarMap, a waypoint will appear on your visor.\nAlign your ship to the waypoint to calibrate for QT.
- Hints_Quantum_Travel2=Quantum Travel\nYour destination is obstructed and Quantum Travel cannot be initiated.\nYou may need to travel somewhere else first to find a clear path to your destination.
- Hints_Respawn_MedBed_ClearRespawn=Emergency Treatment\n\nClear an ICU preference from a device to reset your respawn location to your selected login bed.\n\nSetting a new preferred ICU will also clear your previous preferences.
- Hints_Respawn_MedBed_FirstUnavailable=Emergency Treatment\n\nIf your Intensive Care Unit (ICU) preference is unavailable at time of respawn, you will instead use your selected login bed.\n\nThis will also clear that ICU as your preference. Set that device as your preferred ICU again to continue using it.
- Hints_Respawn_MedBed_SetRespawn=Emergency Treatment\n\nSet a preferred Intensive Care Unit (ICU) to respawn there after you are severely injured.\n\n This persists until the preference is cleared from the device or a new preferred ICU is set.
- Hints_Scan_Mode1=Scan Mode\nPress ~action(player|scan_toggle_mode) to switch to Scan Mode.
- Hints_Scan_Mode1_Flight=Scan Mode\nPress ~action(spaceship_targeting|scan_toggle_mode) to switch to Scan Mode.
- Hints_Scheduler1=Missions\nObjectives are tracked via the Contract Manager app.
- Hints_Scheduler2=Missions\nCompleted contracts are also shown here.
- Hints_Security1=Comm Arrays\nUnless prior authorization has been given, entering a Comm Array is considered trespassing.
- Hints_Ship_Ammo1=Ship Ammo\nBallistic weapons are running low on ammo.
- Hints_Ship_Ammo2=Ship Ammo\nYou are almost out of missiles.
- Hints_Ship_Combat1=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group1) to fire your spaceship's weapons.
- Hints_Ship_Combat2=Ship Combat\nYour shields are down.\nYou will be more vulnerable to weapons until they recharge.
- Hints_Ship_Combat3=Ship Combat\nPress ~action(spaceship_weapons|v_attack1_group2) to fire your secondary weapon group.\nNot all ships have secondary weapons.
- Hints_Ship_Combat4=Ship Combat\nYour spaceship's energy weapons will run out of power when used too frequently.\nAllow them time to recharge.
- Hints_Ship_Combat5=Ship Combat\nYour spaceship's weapons are overheating from too much use.\nAllow them time to cool down.
- Hints_Ship_Combat6=Ship Combat\nTo select a target, use ~action(spaceship_targeting|v_target_nearest_hostile) to lock onto the nearest hostile.\nOr ~action(spaceship_targeting|v_target_reticle_focus) to lock onto a target in your crosshairs.
- Hints_Ship_Combat7=Ship Combat\nOnce you have a target, press ~action(spaceship_missiles|v_weapon_arm_missile) to lock a missile.\nThen press and hold ~action(spaceship_missiles|v_weapon_launch_missile) to launch it.
- Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
- Hints_Ship_Defense1=Ship Combat\nCountermeasures allow you to avoid missiles.\nPress ~action(spaceship_defensive|v_weapon_launch_countermeasure) to launch them.\nSelect the correct countermeasure for the situation with ~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd).
- Hints_Ship_Defense2=Ship Combat\nMatch your countermeasure selection to the missile lock icon.\nTiming is important and varies for each type of countermeasure.
- Hints_Ship_Health1=Ship Combat\nYour spaceship's hull integrity is dangerously low.
- Hints_Ship_Hover_Movement1_Axis=Ship Movement\nUse ~action(spaceship_movement|v_yaw) to turn left and right.
- Hints_Ship_Hover_Movement1_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_yaw_mouse) to yaw left and right.
- Hints_Ship_Movement1=Ship Movement\n~action(spaceship_movement|v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) controls your cardinal movement.
- Hints_Ship_Movement1_Abs=Ship Movement\n~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) controls your cardinal movement.
- Hints_Ship_Movement2=Ship Movement\nUse ~action(spaceship_movement|v_pitch_up) and ~action(spaceship_movement|v_pitch_down) to pitch and ~action(spaceship_movement|v_yaw_left) and ~action(spaceship_movement|v_yaw_right) to yaw.
- Hints_Ship_Movement2_Axis=Ship Movement\nUse ~action(spaceship_movement|v_pitch) and ~action(spaceship_movement|v_yaw) to pitch and yaw.
- Hints_Ship_Movement2_Mouse=Ship Movement\nUse ~action(spaceship_movement|v_pitch_mouse) and ~action(spaceship_movement|v_yaw_mouse) to pitch and yaw.
- Hints_Ship_Movement3=Ship Movement\nThere are two flight speed modes\nRemember to raise the landing gear with ~action(spaceship_movement|v_toggle_landing_system) to fly at full speed.
- Hints_Ship_Movement4=Ship Movement\nRemember to manage your speed with ~action(spaceship_movement||v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) to help avoid collisions.
- Hints_Ship_Movement4_Abs=Ship Movement\nRemember to manage your speed with ~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) to help avoid collisions.
- Hints_Ship_Movement5=Ship Movement\nPressing ~action(spaceship_movement|v_ifcs_toggle_vector_decoupling) switches your ship into Decoupled Mode.\nGoing decoupled means your spaceship is no longer automatically correcting your trajectory and will fly under Newtonian laws.\nNot recommended for beginner pilots.
- Hints_Ship_Movement6=Ship Movement\nUse ~action(spaceship_movement|v_afterburner) to activate Afterburner and overclock your engines for higher maneuverability.\nMaintaining this for too long can burnout and damage your ship.
- Hints_Ship_Startup1=Vehicle Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.\nShortcut ~action(spaceship_general|v_flightready)
- Hints_Ship_Startup2=Ship Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your ship.\nLook for the Flight Ready cockpit button.\nShortcut: ~action(spaceship_general|v_flightready)
- Hints_Shopping1=Shopping\nShops are available throughout most stations.\nUse them to buy items and equipment before a journey.
- Hints_Shopping2=Shopping\nMake a purchase by selecting the 'Equip Now' or 'Buy' options via Interaction Mode (~action(player_choice|pc_interaction_mode)).
- Hints_Shopping3=Shopping\nYou can also 'Try on' or 'Inspect' items in a shop before purchasing.
- Hints_Sim_Cab1=Sim Cab\nPractice your combat encounters in the safety of a Sim Cab.\nSelect Arena Commander for Spaceship dogfights and Star Marine for FPS.
- Hints_Spawn01=Exit Bed\nPress ~action(spaceship_general|v_exit) to stand up.
- Hints_Stamina1=Stamina\nMonitor your Heart Rate to avoid becoming fatigued.\n Running and jumping will increase your Heart Rate.
- Hints_Stamina2=Stamina\nYour Heart Rate is very high.\n Rest to allow it time to return to normal rates.
- Hints_StowContractItem=To stow a contract item in your personal inventory press ~action(player|selectUtilityItem) or use Interaction Mode on the item and select 'Stow'. Only one contract item can be stowed.
- Hints_Take-off_Demo1=Take-Off\nGravLev bikes automatically hover when powered on\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_up) to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
- Hints_Take-off_Demo1_Axis=Take-Off\nGravLev bikes automatically hover when powered on.\nIn a spaceship, strafe up with ~action(spaceship_movement|v_strafe_vertical) UP to take-off.\nThen press ~action(spaceship_movement|v_toggle_landing_system) to raise the landing gear.
- Hints_Take-off1=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_up).
- Hints_Take-off1_Axis=Take-Off\nStrafe up with ~action(spaceship_movement|v_strafe_vertical).
- Hints_Take-off2=Take-Off\nLanding pads are shared.\nRemember to consider your fellow travelers by clearing the platform in good time.
- Hints_TeamElimination1=Team Elimination\nScavenge for OxyPens to survive.\nCentral locations have the most oxygen resources.
- Hints_Trade_Kiosks1=Trading and Shipping Console\nTrade kiosks are used to buy and sell commodities throughout the Stanton System.\nFind them at the deliveries desk on Deck 1.
- Hints_Trade_Kiosks2=Trading and Shipping Console\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to activate the kiosks.\nFrom here you can buy commodities to deliver to another location.
- Hints_UnstowContractItem=To retrieve a stowed contract item from your personal inventory press ~action(player|selectUtilityItem).
- Hints_Vehicle_Movement1=Vehicle Movement\nPress and hold ~action(vehicle_driver|v_brake) to brake.
- Hints_Vehicle_Movement2=Vehicle Movement\nHold ~action(vehicle_driver|v_move_forward) to drive forwards.\nHold ~action(vehicle_driver|v_move_back) to reverse.
- Hints_Vehicle_Movement2_Axis=Vehicle Movement\nUse ~action(vehicle_driver|v_move) to drive forward and reverse.
- Hints_Vehicle_Startup1=Vehicle Startup\nUse Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.
- holotable_rec=Rental Equipment
- hud_airlock_warning=ENTERING AIRLOCK. SPACE SUIT REQUIRED.
- hud_AltitudeTitle=Current Altitude:
- hud_Amb=AMB:
- hud_autoland_active=Autoland Active
- hud_autoland_prompt=Hold [~action(spaceship_movement|v_autoland)] to Autoland
- hud_autopilot_active=Autopilot Active
- hud_CollisionWarning=COLLISION WARNING
- hud_comms_label=COMMS
- hud_comms_label_prox=PROX
- hud_comms_no_connection=NO COMMS CONNECTION
- hud_Comstab=COMSTAB
- hud_Coupled=COUPLED
- hud_criminal_death_lvl1=YOU ARE BEING PROCESSED BY CRUSADER SECURITY FOR CRIMINAL ACTIVITY
- hud_criminal_death_lvl4=YOU ARE BEING PROCESSED BY ADVOCACY PERSONNEL FOR CRIMINAL ACTIVITY
- hud_criminal_death_lvl5=YOU HAVE BEEN REMANDED TO QUARTERDECK PRISON PLANET
- hud_CryAstroLargeLZ=LZ-L
- hud_CryAstroSmallLZ=LZ-S
- hud_Cs=CS:
- hud_docking_aborted=Docking Aborted
- hud_Drone2_Destroy=Destroy
- hud_Drone2_EvadeMissiles=Evade Missiles
- hud_DroneApproach=Approach
- hud_DroneDestroy=Destroy
- hud_DroneTarget=Target
- hud_Em=EM:
- hud_enter_green_zone=Entering Armistice Zone - Weapons offline
- hud_EnterShip=Enter Ship
- hud_ESP=ESP
- hud_FollowLeader=Follow
- hud_FollowLeader2=Follow
- hud_FollowLeader3=Follow
- hud_FollowLeader4=Follow
- hud_FollowLeader5=Follow
- hud_FollowLeader6=Race Gilly To Spire
- hud_FollowLeader7=Follow
- hud_FuelQty=FUEL QTY.
- hud_GForceWarning=G-FORCE WARNING
- hud_Group1=Group 1
- hud_Group2=Group 2
- hud_GSafe=GSAFE
- hud_Guns=Guns
- hud_GunsContext_HelpText=Change the weapon grouping of your guns and monitor your ammo and gun temperature.
- hud_Heat=Heat
- hud_InboundMissile=INBOUND MISSILE
- hud_IncomingCall_Notification=Incoming call
- hud_IncomingQTLink_Notification=[TODO] Receiving incoming QT link request
- hud_IndAvi=AVI
- hud_IndComm=COMM
- hud_IndLife=LIFE
- hud_IndRadr=RADR
- hud_IndSens=SENS
- hud_IndShld=SHLD
- hud_IndVrs=VRS
- hud_IndWeap=WEAP
- hud_Ir=IR:
- hud_Items=Items
- hud_Label_Ammo=AMMO
- hud_Label_AmmoCharge=AMMO/CHARGE
- hud_Label_ArmMissiles=ARM MISSILES
- hud_Label_Ballistic=BALLISTIC
- hud_Label_BloodLossWarn=BLOOD LOSS
- hud_Label_BoostFuel=BOOST FUEL
- hud_Label_Components=COMPONENTS
- hud_Label_EM=EM
- hud_Label_EMEmissions=EM EMISSIONS
- hud_Label_EMP=EMP
- hud_Label_Energy=ENERGY
- hud_Label_EVAFuel=EVA FUEL
- hud_Label_Ext=Ext
- hud_Label_Global=GLOBAL
- hud_Label_Group=GROUP
- hud_Label_GunsNotAvailable=GUNS NOT AVAILABLE
- hud_Label_Health=HEALTH
- hud_Label_HeartRate=Heart Rate
- hud_Label_Heat=HEAT
- hud_Label_HeatLevel=HEAT LEVEL
- hud_Label_IR=IR
- hud_Label_IREmissions=IR EMISSIONS
- hud_Label_Items=Items
- hud_Label_LifeExpectancy=LIFE EXPECTANCY
- hud_Label_LockOn=LOCK-ON
- hud_Label_Max=MAX
- hud_Label_MissilesNotAvailable=MISSILES NOT AVAILABLE
- hud_Label_Name=NAME
- hud_Label_NoContactsAvailable=NO CONTACTS AVAILABLE
- hud_Label_O2-2=2
- hud_Label_O2-O=O
- hud_Label_O2Tank=O2 TANK
- hud_Label_Off=Off
- hud_Label_Offline=OFFLINE
- hud_Label_On=On
- hud_Label_Online=ONLINE
- hud_Label_OxgLowWarn=OXG LOW
- hud_Label_PayloadType=PAYLOAD TYPE
- hud_Label_Power=POWER
- hud_Label_PowerPriority=POWER PRIORITY
- hud_Label_PowerThrottle=Power Throttle
- hud_Label_Priority=PRIORITY
- hud_Label_PriorityReset=PRIORITY RESET
- hud_Label_PwrOutput=PWR OUTPUT
- hud_Label_QuantumFuel=QUANTUM FUEL
- hud_Label_Range=RANGE
- hud_Label_RechargeRate=RECHARGE RATE
- hud_Label_RefNo=REF NO.
- hud_Label_Required=REQUIRED
- hud_Label_Shields=SHIELDS
- hud_Label_Size=SIZE
- hud_Label_SpO2=SpO2
- hud_Label_Standby=STANDBY
- hud_Label_Status=STATUS
- hud_Label_Stealth=Stealth
- hud_Label_SuitOxg=SUIT OXG
- hud_Label_System=System
- hud_Label_TargetName=TARGET NAME
- hud_Label_Thrust=THRUST
- hud_Label_Thrusters=Thrusters
- hud_Label_TurboMode_Afterburner=AFB
- hud_Label_TurboMode_Boost=BOOST
- hud_Label_Type=TYPE
- hud_Label_Usage=Usage
- hud_Label_Using=USING
- hud_Label_Velocity=VELOCITY
- hud_Label_Weapons=WEAPONS
- hud_Label_Wear=WEAR
- hud_Landing_Assisted=ASSISTED
- hud_Landing_Automatic=AUTOMATED
- hud_Landing_Manual=MANUAL
- hud_landing_prompt_abort=Press [~action(spaceship_movement|v_autoland)] to Abort
- hud_landing_prompt_departure=Hold [~action(spaceship_movement|v_autoland)] to Depart
- hud_landing_prompt_takeoff=Hold [~action(spaceship_movement|v_autoland)] to Takeoff
- hud_landing_prompt_touchdown=Hold [~action(spaceship_movement|v_autoland)] to Touchdown
- hud_landing_unavailable=No Landing Zone in Range
- hud_LandingArea_Debug00=[DEBUG] Upper Landing Area
- hud_LandingArea_Debug01=[DEBUG] Main Landing Area
- hud_LandingComplete=Landing Complete
- hud_LandingGear_Deployed=LANDING GEAR DEPLOYED
- hud_LandingGear_Deploying=LANDING GEAR DEPLOYING
- hud_LandingGear_Retracting=LANDING GEAR RETRACTING
- hud_Lat=LAT
- hud_law_CrimeCommitted=Crime Committed: %ls
- hud_law_EnteredJurisdiction=Entered Jurisdiction: %ls
- hud_law_FinePaid=Fined %i UEC
- hud_law_InfractionWarning=%ls
- hud_leave_green_zone=Leaving Armistice Zone - Weapons online
- hud_Lon=LON
- hud_LZ01=LZ-01
- hud_LZ02=LZ-02
- hud_LZ03=LZ-03
- hud_LZ04=LZ-04
- hud_LZ05=LZ-05
- hud_LZ06=LZ-06
- hud_LZ07=LZ-07
- hud_LZ08=LZ-08
- hud_LZ09=LZ-09
- hud_LZ10=LZ-10
- hud_MatchSpeed=MATCH SPEED
- hud_mining_asteroid_name_1=Asteroid (E-Type)
- hud_mining_asteroid_name_2=Asteroid (M-Type)
- hud_mining_asteroid_name_3=Asteroid (P-Type)
- hud_mining_calculating_instability=Calculating Instability
- hud_mining_calculating_resistance=Calculating Resistance
- hud_mining_cargo_content=Cargo content
- hud_mining_container_status=Cargo Capacity
- hud_mining_danger_sensor=Overcharge Sensor
- hud_mining_deposit_power=Rock Energy Level
- hud_mining_empty_elements=Inert Materials
- hud_mining_extraction_graph=Extraction Graph
- hud_mining_extraction_mode=Extraction Mode
- hud_mining_extraction_throughput=Extraction Throughput
- hud_mining_fps_rock_name_1=Aphorite
- hud_mining_fps_rock_name_2=Dolivine
- hud_mining_fps_rock_name_3=Hadanite
- hud_mining_instability=Instability
- hud_mining_laser_mode=Fracture Mode
- hud_mining_laser_throttle=Laser Throttle
- hud_mining_mass_prefix=Mass:
- hud_mining_no_value=--/--
- hud_mining_others=Others
- hud_mining_power_transfer_graph=Energy Transfer Graph
- hud_mining_resistance=Resistance
- hud_mining_rock_name_1=Shale Deposit
- hud_mining_rock_name_2=Granite Deposit
- hud_mining_rock_name_3=Igneous Deposit
- hud_mining_rock_name_4=Obsidian Deposit
- hud_mining_rock_name_5=Gneiss Deposit
- hud_mining_rock_name_6=Quartzite Deposit
- hud_mining_rock_name_7=Felsic Deposit
- hud_mining_rock_name_8=Atacamite Deposit
- hud_mining_scu_per_second=SCU/s
- hud_mining_shattering_sensor=Fracturing Sensor
- hud_mining_warning_cargo_full=Warning: Cargo Full
- hud_Misl=MISL
- hud_Missiles=Missiles
- hud_MissilesContext_HelpText=Arm and disarm missiles from this screen.
- hud_MissileWarning=MISSILE INBOUND
- hud_monitored_space_disable=CommLink Down
- hud_monitored_space_enable=CommLink Restored
- hud_monitored_space_enter=Entered CommLink Range
- hud_monitored_space_leave=Outside CommLink Range
- hud_MPerS=M/S
- hud_NavigationHelpText=Manage your ships systems from these menus
- hud_NoTarget=NO TARGET
- hud_OFF=OFF
- hud_Ovr=OVR
- hud_PayloadType_Cluster=CLUSTER
- hud_PayloadType_Proximity=PROXIMITY
- hud_PayloadType_Strike=STRIKE
- hud_PowerContext_Allocation_HelpText=Adjust the POWER ALLOCATION to change the ratio of power assigned to the three power groups. NOTE: This is only active when there is insufficient power to cover all systems.
- hud_PowerContext_ComponentList_HelpText=Turn individual components on/off and monitor their heat levels and power consumption.
- hud_PowerContext_Tabs_Global_HelpText=Click COMPONENTS to monitor individual power usage
- hud_PowerContext_Throttle_HelpText=Adjust the POWER THROTTLE to change the percentage of the total available power that your ship uses. Using less power makes you harder to find in space.
- hud_Pwr=PWR
- hud_qt_drive_spooled=Spooled
- hud_qt_interdiction=QT SYSTEM JAMMED
- hud_qt_status_exit_atmosphere=EXIT ATMOSPHERE
- hud_qt_status_obstructed=OBSTRUCTED
- hud_qt_status_out_of_range=OUT OF RANGE
- hud_qt_status_too_close=TOO CLOSE
- hud_QuaFuel=QF:
- hud_race_suffix_nd=nd
- hud_race_suffix_rd=rd
- hud_race_suffix_st=st
- hud_race_suffix_th=th
- hud_RadarUnavailable=RADAR UNAVAILABLE
- hud_ReduceVelocity=Reduce Velocity to Stabilise
- hud_Repair=Starting Repair
- hud_RepairFinished=Repair Completed
- hud_Rn=RN
- hud_Rv=RV
- hud_SafeSpeedTitle=Max. Safe Speed
- hud_scanInfo_PassengerTotal=Lifesigns
- hud_Scanning=SCANNING
- hud_Scanning_Mode=Scanning Mode
- hud_SegmentStatus=SEGMENT STATUS
- hud_SelectAnItem=SELECT AN ITEM
- hud_ShieldsContext_HelpText=Adjust the SHIELD ALLOCATION to change the power assigned to recharge rates of the various shield faces on the ship.
- hud_ShieldsDown=SHIELDS DOWN
- hud_Shld=SHLD
- hud_SpeakToLeader=Approach
- hud_Spooling=Spooling
- hud_Suppress=Suppress
- hud_SuppressOverallIR=Suppress Overall IR
- hud_Supress=Supress
- hud_Symbol_Gees=G
- hud_System=System
- hud_takedown_button_prompt=Melee [ ~action(player|weapon_melee) ]
- hud_TargetLeader=Target
- hud_Thr=THR:
- hud_Throttle=THROTTLE
- hud_ThrustOutput=THRUST OUTPUT
- hud_Trgt=TRGT
- hud_TutorialLand1=Land
- hud_TutorialLand2=Land
- hud_unknown=Unknown
- hud_Vehicle_Status_Critical=Critical
- hud_Vehicle_Status_Damaged=Damaged
- hud_Vehicle_Status_Offline=Offline
- hud_Vehicle_Status_Operational=Operational
- hud_Vrt=VRT
- hud_Weap=WEAP
- Human_Crew_Titles_001=Captain
- Human_Crew_Titles_002=Pilot
- Human_Crew_Titles_003=Copilot
- Human_Crew_Titles_004=First Officer
- Human_Crew_Titles_005=Second Officer
- Human_Crew_Titles_006=Navigator
- Human_Crew_Titles_007=Gunner
- Human_Crew_Titles_008=Engineer
- Human_Crew_Titles_009=Assistant Engineer
- Human_Crew_Titles_010=Chief Engineer
- Human_Crew_Titles_011=Mechanic
- Human_Crew_Titles_012=Comms Officer
- Human_Crew_Titles_013=Shield Tech
- Human_Crew_Titles_014=Systems Tech
- Human_Crew_Titles_015=Security Officer
- Human_Crew_Titles_016=Security Guard
- Human_Crew_Titles_017=Bosun
- Human_Crew_Titles_018=Electrician
- Human_Crew_Titles_019=Deckhand
- Human_Crew_Titles_020=Medic
- Human_Crew_Titles_021=Ensign
- Human_Crew_Titles_022=Scan Tech
- Human_Crew_Titles_023=Technician
- Human_Crew_Titles_024=Operator
- Human_Crew_Titles_025=Lead Operator
- Human_Crew_Titles_026=Refinery Operator
- Human_Crew_Titles_027=Field Tech
- Human_Crew_Titles_028=Cook
- Human_Crew_Titles_029=Cargo Officer
- Human_Crew_Titles_030=Cargo Handler
- Human_First_Names_F_0001=Cherie
- Human_First_Names_F_0002=Leah
- Human_First_Names_F_0003=Roisin
- Human_First_Names_F_0004=Aadya
- Human_First_Names_F_0005=Aarin
- Human_First_Names_F_0006=Aarthi
- Human_First_Names_F_0007=Abbie
- Human_First_Names_F_0008=Abby
- Human_First_Names_F_0009=Abelina
- Human_First_Names_F_0010=Abida
- Human_First_Names_F_0011=Abigail
- Human_First_Names_F_0012=Abrar
- Human_First_Names_F_0013=Abril
- Human_First_Names_F_0014=Abryann
- Human_First_Names_F_0015=Ada
- Human_First_Names_F_0016=Adair
- Human_First_Names_F_0017=Adama
- Human_First_Names_F_0018=Addie
- Human_First_Names_F_0019=Addison
- Human_First_Names_F_0020=Adel
- Human_First_Names_F_0021=Adela
- Human_First_Names_F_0022=Adelae
- Human_First_Names_F_0023=Adeline
- Human_First_Names_F_0024=Adi
- Human_First_Names_F_0025=Adia
- Human_First_Names_F_0026=Adianka
- Human_First_Names_F_0027=Adina
- Human_First_Names_F_0028=Adisa
- Human_First_Names_F_0029=Adrean
- Human_First_Names_F_0030=Adrian
- Human_First_Names_F_0031=Adriana
- Human_First_Names_F_0032=Adrianne
- Human_First_Names_F_0033=Aeon
- Human_First_Names_F_0034=Afra
- Human_First_Names_F_0035=Agam
- Human_First_Names_F_0036=Agnes
- Human_First_Names_F_0037=Agra
- Human_First_Names_F_0038=Ahanti
- Human_First_Names_F_0039=Ai
- Human_First_Names_F_0040=Aida
- Human_First_Names_F_0041=Aidynn
- Human_First_Names_F_0042=Aika
- Human_First_Names_F_0043=Aikira
- Human_First_Names_F_0044=Aiko
- Human_First_Names_F_0045=Aila
- Human_First_Names_F_0046=Aileen
- Human_First_Names_F_0047=Ailsa
- Human_First_Names_F_0048=Aimee
- Human_First_Names_F_0049=Aimi
- Human_First_Names_F_0050=Aina
- Human_First_Names_F_0051=Airele
- Human_First_Names_F_0052=Airen
- Human_First_Names_F_0053=Airi
- Human_First_Names_F_0054=Aisha
- Human_First_Names_F_0055=Aiva
- Human_First_Names_F_0056=Aiyana
- Human_First_Names_F_0057=Ajai
- Human_First_Names_F_0058=Akari
- Human_First_Names_F_0059=Akeely
- Human_First_Names_F_0060=Akemi
- Human_First_Names_F_0061=Akeno
- Human_First_Names_F_0062=Akhila
- Human_First_Names_F_0063=Aki
- Human_First_Names_F_0064=Akie
- Human_First_Names_F_0065=Akiko
- Human_First_Names_F_0066=Akili
- Human_First_Names_F_0067=Akina
- Human_First_Names_F_0068=Aksa
- Human_First_Names_F_0069=Alaia
- Human_First_Names_F_0070=Alaina
- Human_First_Names_F_0071=Alana
- Human_First_Names_F_0072=Alani
- Human_First_Names_F_0073=Alba
- Human_First_Names_F_0074=Albana
- Human_First_Names_F_0075=Alberta
- Human_First_Names_F_0076=Albina
- Human_First_Names_F_0077=Aldean
- Human_First_Names_F_0078=Aleena
- Human_First_Names_F_0079=Alejandra
- Human_First_Names_F_0080=Aleksandra
- Human_First_Names_F_0081=Alena
- Human_First_Names_F_0082=Alenka
- Human_First_Names_F_0083=Alesia
- Human_First_Names_F_0084=Alex
- Human_First_Names_F_0085=Alexa
- Human_First_Names_F_0086=Alexandra
- Human_First_Names_F_0087=Alexandria
- Human_First_Names_F_0088=Alexis
- Human_First_Names_F_0089=Alexy
- Human_First_Names_F_0090=Alfreda
- Human_First_Names_F_0091=Ali
- Human_First_Names_F_0092=Alice
- Human_First_Names_F_0093=Alicia
- Human_First_Names_F_0094=Alija
- Human_First_Names_F_0095=Alika
- Human_First_Names_F_0096=Alima
- Human_First_Names_F_0097=Aline
- Human_First_Names_F_0098=Alisa
- Human_First_Names_F_0099=Alisha
- Human_First_Names_F_0100=Alison
- Human_First_Names_F_0101=Alissa
- Human_First_Names_F_0102=Aliza
- Human_First_Names_F_0103=Allacia
- Human_First_Names_F_0104=Allie
- Human_First_Names_F_0105=Allison
- Human_First_Names_F_0106=Allyson
- Human_First_Names_F_0107=Alma
- Human_First_Names_F_0108=Almer
- Human_First_Names_F_0109=Aloma
- Human_First_Names_F_0110=Alondra
- Human_First_Names_F_0111=Alta
- Human_First_Names_F_0112=Althea
- Human_First_Names_F_0113=Alva
- Human_First_Names_F_0114=Alvia
- Human_First_Names_F_0115=Aly
- Human_First_Names_F_0116=Alya
- Human_First_Names_F_0117=Alycia
- Human_First_Names_F_0118=Alysha
- Human_First_Names_F_0119=Alyson
- Human_First_Names_F_0120=Alyssa
- Human_First_Names_F_0121=Amadi
- Human_First_Names_F_0122=Amaira
- Human_First_Names_F_0123=Amalia
- Human_First_Names_F_0124=Amalie
- Human_First_Names_F_0125=Amanda
- Human_First_Names_F_0126=Amandeep
- Human_First_Names_F_0127=Amane
- Human_First_Names_F_0128=Amara
- Human_First_Names_F_0129=Amari
- Human_First_Names_F_0130=Amber
- Human_First_Names_F_0131=Ambika
- Human_First_Names_F_0132=Amel
- Human_First_Names_F_0133=Amelia
- Human_First_Names_F_0134=Amelija
- Human_First_Names_F_0135=Ami
- Human_First_Names_F_0136=Amie
- Human_First_Names_F_0137=Amil
- Human_First_Names_F_0138=Amina
- Human_First_Names_F_0139=Amita
- Human_First_Names_F_0140=Amori
- Human_First_Names_F_0141=Amory
- Human_First_Names_F_0142=Amparo
- Human_First_Names_F_0143=Amrit
- Human_First_Names_F_0144=Amrita
- Human_First_Names_F_0145=Amy
- Human_First_Names_F_0146=An
- Human_First_Names_F_0147=Ana
- Human_First_Names_F_0148=Ananya
- Human_First_Names_F_0149=Anastasia
- Human_First_Names_F_0150=Anasuya
- Human_First_Names_F_0151=Anay
- Human_First_Names_F_0152=Anaya
- Human_First_Names_F_0153=Anber
- Human_First_Names_F_0154=Anda
- Human_First_Names_F_0155=Andrea
- Human_First_Names_F_0156=Andreaka
- Human_First_Names_F_0157=Andrijana
- Human_First_Names_F_0158=Andy
- Human_First_Names_F_0159=Aneta
- Human_First_Names_F_0160=Anett
- Human_First_Names_F_0161=Angela
- Human_First_Names_F_0162=Angelica
- Human_First_Names_F_0163=Angelina
- Human_First_Names_F_0164=Angelique
- Human_First_Names_F_0165=Angelita
- Human_First_Names_F_0166=Angie
- Human_First_Names_F_0167=Ani
- Human_First_Names_F_0168=Anijah
- Human_First_Names_F_0169=Anika
- Human_First_Names_F_0170=Anita
- Human_First_Names_F_0171=Anitra
- Human_First_Names_F_0172=Anjali
- Human_First_Names_F_0173=Ankita
- Human_First_Names_F_0174=Ann
- Human_First_Names_F_0175=Anna
- Human_First_Names_F_0176=Annabella
- Human_First_Names_F_0177=Annabelle
- Human_First_Names_F_0178=Annalisa
- Human_First_Names_F_0179=Anne
- Human_First_Names_F_0180=Annette
- Human_First_Names_F_0181=Annie
- Human_First_Names_F_0182=Annika
- Human_First_Names_F_0183=Annmarie
- Human_First_Names_F_0184=Anthea
- Human_First_Names_F_0185=Antoinette
- Human_First_Names_F_0186=Antonella
- Human_First_Names_F_0187=Antonia
- Human_First_Names_F_0188=Antra
- Human_First_Names_F_0189=Anya
- Human_First_Names_F_0190=Anzu
- Human_First_Names_F_0191=Aolani
- Human_First_Names_F_0192=Apolena
- Human_First_Names_F_0193=April
- Human_First_Names_F_0194=Ara
- Human_First_Names_F_0195=Arabella
- Human_First_Names_F_0196=Arbana
- Human_First_Names_F_0197=Ardell
- Human_First_Names_F_0198=Arden
- Human_First_Names_F_0199=Ardie
- Human_First_Names_F_0200=Areon
- Human_First_Names_F_0201=Aretha
- Human_First_Names_F_0202=Aria
- Human_First_Names_F_0203=Ariana
- Human_First_Names_F_0204=Ariane
- Human_First_Names_F_0205=Arie
- Human_First_Names_F_0206=Ariel
- Human_First_Names_F_0207=Arielle
- Human_First_Names_F_0208=Arien
- Human_First_Names_F_0209=Aries
- Human_First_Names_F_0210=Arin
- Human_First_Names_F_0211=Aris
- Human_First_Names_F_0212=Arleen
- Human_First_Names_F_0213=Arleigh
- Human_First_Names_F_0214=Armani
- Human_First_Names_F_0215=Armari
- Human_First_Names_F_0216=Arnedra
- Human_First_Names_F_0217=Arpita
- Human_First_Names_F_0218=Arti
- Human_First_Names_F_0219=Artie
- Human_First_Names_F_0220=Ary
- Human_First_Names_F_0221=Asako
- Human_First_Names_F_0222=Asami
- Human_First_Names_F_0223=Ashanique
- Human_First_Names_F_0224=Ashby
- Human_First_Names_F_0225=Ashkira
- Human_First_Names_F_0226=Ashlee
- Human_First_Names_F_0227=Ashley
- Human_First_Names_F_0228=Astrid
- Human_First_Names_F_0229=Asuka
- Human_First_Names_F_0230=Asumi
- Human_First_Names_F_0231=Athena
- Human_First_Names_F_0232=Atley
- Human_First_Names_F_0233=Atsuko
- Human_First_Names_F_0234=Atsumi
- Human_First_Names_F_0235=Aubrey
- Human_First_Names_F_0236=Audra
- Human_First_Names_F_0237=Audrey
- Human_First_Names_F_0238=Augusta
- Human_First_Names_F_0239=Augustina
- Human_First_Names_F_0240=Augustine
- Human_First_Names_F_0241=Aundra
- Human_First_Names_F_0242=Aurea
- Human_First_Names_F_0243=Aurelia
- Human_First_Names_F_0244=Aurora
- Human_First_Names_F_0245=Austin
- Human_First_Names_F_0246=Autumn
- Human_First_Names_F_0247=Ava
- Human_First_Names_F_0248=Avarie
- Human_First_Names_F_0249=Avery
- Human_First_Names_F_0250=Avice
- Human_First_Names_F_0251=Avigail
- Human_First_Names_F_0252=Avis
- Human_First_Names_F_0253=Avishan
- Human_First_Names_F_0254=Aviva
- Human_First_Names_F_0255=Avrey
- Human_First_Names_F_0256=Avry
- Human_First_Names_F_0257=Aya
- Human_First_Names_F_0258=Ayako
- Human_First_Names_F_0259=Ayame
- Human_First_Names_F_0260=Ayana
- Human_First_Names_F_0261=Ayleanna
- Human_First_Names_F_0262=Ayo
- Human_First_Names_F_0263=Ayumi
- Human_First_Names_F_0264=Azahara
- Human_First_Names_F_0265=Azariah
- Human_First_Names_F_0266=Aziah
- Human_First_Names_F_0267=Azumi
- Human_First_Names_F_0268=Bailey
- Human_First_Names_F_0269=Bao
- Human_First_Names_F_0270=Barbara
- Human_First_Names_F_0271=Barbra
- Human_First_Names_F_0272=Barrie
- Human_First_Names_F_0273=Bay
- Human_First_Names_F_0274=Baylin
- Human_First_Names_F_0275=Bea
- Human_First_Names_F_0276=Beatrice
- Human_First_Names_F_0277=Beatrix
- Human_First_Names_F_0278=Becki
- Human_First_Names_F_0279=Becky
- Human_First_Names_F_0280=Bela
- Human_First_Names_F_0281=Belinda
- Human_First_Names_F_0282=Belle
- Human_First_Names_F_0283=Benita
- Human_First_Names_F_0284=Bennett
- Human_First_Names_F_0285=Bera
- Human_First_Names_F_0286=Bergen
- Human_First_Names_F_0287=Berkley
- Human_First_Names_F_0288=Berlin
- Human_First_Names_F_0289=Bernadeta
- Human_First_Names_F_0290=Bernadette
- Human_First_Names_F_0291=Bernadine
- Human_First_Names_F_0292=Bernice
- Human_First_Names_F_0293=Berta
- Human_First_Names_F_0294=Bertha
- Human_First_Names_F_0295=Bertie
- Human_First_Names_F_0296=Beryl
- Human_First_Names_F_0297=Bess
- Human_First_Names_F_0298=Bessie
- Human_First_Names_F_0299=Beth
- Human_First_Names_F_0300=Bethany
- Human_First_Names_F_0301=Betsy
- Human_First_Names_F_0302=Bette
- Human_First_Names_F_0303=Bettie
- Human_First_Names_F_0304=Betty
- Human_First_Names_F_0305=Beverly
- Human_First_Names_F_0306=Bianca
- Human_First_Names_F_0307=Billie
- Human_First_Names_F_0308=Bipasha
- Human_First_Names_F_0309=Birdie
- Human_First_Names_F_0310=Blair
- Human_First_Names_F_0311=Blanca
- Human_First_Names_F_0312=Blanche
- Human_First_Names_F_0313=Blayke
- Human_First_Names_F_0314=Bless
- Human_First_Names_F_0315=Blythe
- Human_First_Names_F_0316=Bobbi
- Human_First_Names_F_0317=Bobbie
- Human_First_Names_F_0318=Bonita
- Human_First_Names_F_0319=Bonnie
- Human_First_Names_F_0320=Bora
- Human_First_Names_F_0321=Braden
- Human_First_Names_F_0322=Brady
- Human_First_Names_F_0323=Brae
- Human_First_Names_F_0324=Braelin
- Human_First_Names_F_0325=Brandi
- Human_First_Names_F_0326=Brandy
- Human_First_Names_F_0327=Braylin
- Human_First_Names_F_0328=Bree
- Human_First_Names_F_0329=Brenda
- Human_First_Names_F_0330=Brenn
- Human_First_Names_F_0331=Breslin
- Human_First_Names_F_0332=Breyann
- Human_First_Names_F_0333=Bria
- Human_First_Names_F_0334=Briana
- Human_First_Names_F_0335=Bridget
- Human_First_Names_F_0336=Bridgette
- Human_First_Names_F_0337=Brighten
- Human_First_Names_F_0338=Brigita
- Human_First_Names_F_0339=Britain
- Human_First_Names_F_0340=Britney
- Human_First_Names_F_0341=Britt
- Human_First_Names_F_0342=Brooke
- Human_First_Names_F_0343=Brooklyn
- Human_First_Names_F_0344=Bryden
- Human_First_Names_F_0345=Burnice
- Human_First_Names_F_0346=Cabrina
- Human_First_Names_F_0347=Cache
- Human_First_Names_F_0348=Caden
- Human_First_Names_F_0349=Cadence
- Human_First_Names_F_0350=Caelin
- Human_First_Names_F_0351=Cagney
- Human_First_Names_F_0352=Caidyn
- Human_First_Names_F_0353=Cailyn
- Human_First_Names_F_0354=Caitlin
- Human_First_Names_F_0355=Callan
- Human_First_Names_F_0356=Callaway
- Human_First_Names_F_0357=Callie
- Human_First_Names_F_0358=Cally
- Human_First_Names_F_0359=Camari
- Human_First_Names_F_0360=Camdyn
- Human_First_Names_F_0361=Camella
- Human_First_Names_F_0362=Cameron
- Human_First_Names_F_0363=Camila
- Human_First_Names_F_0364=Camille
- Human_First_Names_F_0365=Candice
- Human_First_Names_F_0366=Capria
- Human_First_Names_F_0367=Cara
- Human_First_Names_F_0368=Carey
- Human_First_Names_F_0369=Carissa
- Human_First_Names_F_0370=Carla
- Human_First_Names_F_0371=Carlin
- Human_First_Names_F_0372=Carlota
- Human_First_Names_F_0373=Carly
- Human_First_Names_F_0374=Carmella
- Human_First_Names_F_0375=Carmen
- Human_First_Names_F_0376=Carol
- Human_First_Names_F_0377=Carolina
- Human_First_Names_F_0378=Caroline
- Human_First_Names_F_0379=Carolyn
- Human_First_Names_F_0380=Carrie
- Human_First_Names_F_0381=Carson
- Human_First_Names_F_0382=Casandra
- Human_First_Names_F_0383=Casey
- Human_First_Names_F_0384=Cassidy
- Human_First_Names_F_0385=Cassie
- Human_First_Names_F_0386=Catalina
- Human_First_Names_F_0387=Catharine
- Human_First_Names_F_0388=Catherine
- Human_First_Names_F_0389=Cathie
- Human_First_Names_F_0390=Cathleen
- Human_First_Names_F_0391=Cathryn
- Human_First_Names_F_0392=Cathy
- Human_First_Names_F_0393=Catlynne
- Human_First_Names_F_0394=Cayden
- Human_First_Names_F_0395=Cecile
- Human_First_Names_F_0396=Cecilia
- Human_First_Names_F_0397=Celeste
- Human_First_Names_F_0398=Celia
- Human_First_Names_F_0399=Celina
- Human_First_Names_F_0400=Celinda
- Human_First_Names_F_0401=Celine
- Human_First_Names_F_0402=Chae
- Human_First_Names_F_0403=Chanara
- Human_First_Names_F_0404=Chandra
- Human_First_Names_F_0405=Chanita
- Human_First_Names_F_0406=Channing
- Human_First_Names_F_0407=Charity
- Human_First_Names_F_0408=Charlene
- Human_First_Names_F_0409=Charley
- Human_First_Names_F_0410=Charlie
- Human_First_Names_F_0411=Charlize
- Human_First_Names_F_0412=Charlotte
- Human_First_Names_F_0413=Chelsea
- Human_First_Names_F_0414=Cheri
- Human_First_Names_F_0415=Cheryl
- Human_First_Names_F_0416=Chesiree
- Human_First_Names_F_0417=Chiharu
- Human_First_Names_F_0418=Chiho
- Human_First_Names_F_0419=Chisato
- Human_First_Names_F_0420=Chiyo
- Human_First_Names_F_0421=Chloe
- Human_First_Names_F_0422=Christa
- Human_First_Names_F_0423=Christi
- Human_First_Names_F_0424=Christie
- Human_First_Names_F_0425=Christina
- Human_First_Names_F_0426=Christine
- Human_First_Names_F_0427=Christy
- Human_First_Names_F_0428=Cindy
- Human_First_Names_F_0429=Clair
- Human_First_Names_F_0430=Claire
- Human_First_Names_F_0431=Clara
- Human_First_Names_F_0432=Clarice
- Human_First_Names_F_0433=Clarissa
- Human_First_Names_F_0434=Claudette
- Human_First_Names_F_0435=Claudia
- Human_First_Names_F_0436=Claudine
- Human_First_Names_F_0437=Clementine
- Human_First_Names_F_0438=Cleo
- Human_First_Names_F_0439=Clover
- Human_First_Names_F_0440=Codi
- Human_First_Names_F_0441=Colette
- Human_First_Names_F_0442=Colleen
- Human_First_Names_F_0443=Connie
- Human_First_Names_F_0444=Constance
- Human_First_Names_F_0445=Consuelo
- Human_First_Names_F_0446=Cora
- Human_First_Names_F_0447=Coralee
- Human_First_Names_F_0448=Corin
- Human_First_Names_F_0449=Corina
- Human_First_Names_F_0450=Corley
- Human_First_Names_F_0451=Cosette
- Human_First_Names_F_0452=Courtney
- Human_First_Names_F_0453=Crista
- Human_First_Names_F_0454=Cristina
- Human_First_Names_F_0455=Cristy
- Human_First_Names_F_0456=Cynthia
- Human_First_Names_F_0457=Cypress
- Human_First_Names_F_0458=Dai
- Human_First_Names_F_0459=Daisy
- Human_First_Names_F_0460=Dakala
- Human_First_Names_F_0461=Dakota
- Human_First_Names_F_0462=Dalal
- Human_First_Names_F_0463=Daliana
- Human_First_Names_F_0464=Dallas
- Human_First_Names_F_0465=Dalyn
- Human_First_Names_F_0466=Dana
- Human_First_Names_F_0467=Danah
- Human_First_Names_F_0468=Daniella
- Human_First_Names_F_0469=Danielle
- Human_First_Names_F_0470=Daniz
- Human_First_Names_F_0471=Danny
- Human_First_Names_F_0472=Daphne
- Human_First_Names_F_0473=Darcy
- Human_First_Names_F_0474=Daria
- Human_First_Names_F_0475=Darla
- Human_First_Names_F_0476=Darlene
- Human_First_Names_F_0477=Darrisha
- Human_First_Names_F_0478=Davea
- Human_First_Names_F_0479=Davi
- Human_First_Names_F_0480=Dawn
- Human_First_Names_F_0481=Day
- Human_First_Names_F_0482=Deb
- Human_First_Names_F_0483=Debbie
- Human_First_Names_F_0484=Debora
- Human_First_Names_F_0485=Deborah
- Human_First_Names_F_0486=Debra
- Human_First_Names_F_0487=Dee
- Human_First_Names_F_0488=Deepa
- Human_First_Names_F_0489=Deirdre
- Human_First_Names_F_0490=Delanna
- Human_First_Names_F_0491=Delia
- Human_First_Names_F_0492=Deliana
- Human_First_Names_F_0493=Della
- Human_First_Names_F_0494=Delores
- Human_First_Names_F_0495=Demi
- Human_First_Names_F_0496=Deniz
- Human_First_Names_F_0497=Denosha
- Human_First_Names_F_0498=Denyse
- Human_First_Names_F_0499=Deone
- Human_First_Names_F_0500=Derivia
- Human_First_Names_F_0501=Deshay
- Human_First_Names_F_0502=Deshondra
- Human_First_Names_F_0503=Desiree
- Human_First_Names_F_0504=Destiny
- Human_First_Names_F_0505=Devanshi
- Human_First_Names_F_0506=Devanta
- Human_First_Names_F_0507=Devine
- Human_First_Names_F_0508=Dezi
- Human_First_Names_F_0509=Dharia
- Human_First_Names_F_0510=Diamond
- Human_First_Names_F_0511=Diana
- Human_First_Names_F_0512=Diane
- Human_First_Names_F_0513=Dita
- Human_First_Names_F_0514=Dixie
- Human_First_Names_F_0515=Dollie
- Human_First_Names_F_0516=Dolly
- Human_First_Names_F_0517=Dolores
- Human_First_Names_F_0518=Dominica
- Human_First_Names_F_0519=Dominique
- Human_First_Names_F_0520=Dona
- Human_First_Names_F_0521=Donna
- Human_First_Names_F_0522=Donnelle
- Human_First_Names_F_0523=Dontae
- Human_First_Names_F_0524=Dora
- Human_First_Names_F_0525=Doreen
- Human_First_Names_F_0526=Doris
- Human_First_Names_F_0527=Dorothy
- Human_First_Names_F_0528=Dorthy
- Human_First_Names_F_0529=Dot
- Human_First_Names_F_0530=Dottie
- Human_First_Names_F_0531=Drew
- Human_First_Names_F_0532=Dylan
- Human_First_Names_F_0533=Eaden
- Human_First_Names_F_0534=Earlie
- Human_First_Names_F_0535=Eastyn
- Human_First_Names_F_0536=Ebba
- Human_First_Names_F_0537=Eda
- Human_First_Names_F_0538=Edie
- Human_First_Names_F_0539=Edith
- Human_First_Names_F_0540=Edna
- Human_First_Names_F_0541=Edris
- Human_First_Names_F_0542=Edwina
- Human_First_Names_F_0543=Effie
- Human_First_Names_F_0544=Eiko
- Human_First_Names_F_0545=Eileen
- Human_First_Names_F_0546=Eimi
- Human_First_Names_F_0547=Eisha
- Human_First_Names_F_0548=Elaine
- Human_First_Names_F_0549=Eleanor
- Human_First_Names_F_0550=Elena
- Human_First_Names_F_0551=Elenor
- Human_First_Names_F_0552=Elfi
- Human_First_Names_F_0553=Eli
- Human_First_Names_F_0554=Elidee
- Human_First_Names_F_0555=Elinor
- Human_First_Names_F_0556=Elisa
- Human_First_Names_F_0557=Elisabeth
- Human_First_Names_F_0558=Elise
- Human_First_Names_F_0559=Elisha
- Human_First_Names_F_0560=Elissa
- Human_First_Names_F_0561=Eliza
- Human_First_Names_F_0562=Elizabeth
- Human_First_Names_F_0563=Ella
- Human_First_Names_F_0564=Ellen
- Human_First_Names_F_0565=Ellie
- Human_First_Names_F_0566=Ellington
- Human_First_Names_F_0567=Eloise
- Human_First_Names_F_0568=Elsa
- Human_First_Names_F_0569=Elsie
- Human_First_Names_F_0570=Ema
- Human_First_Names_F_0571=Emanuelle
- Human_First_Names_F_0572=Emari
- Human_First_Names_F_0573=Emelie
- Human_First_Names_F_0574=Emerson
- Human_First_Names_F_0575=Emery
- Human_First_Names_F_0576=Emi
- Human_First_Names_F_0577=Emiko
- Human_First_Names_F_0578=Emilia
- Human_First_Names_F_0579=Emily
- Human_First_Names_F_0580=Emma
- Human_First_Names_F_0581=Enid
- Human_First_Names_F_0582=Erica
- Human_First_Names_F_0583=Ericka
- Human_First_Names_F_0584=Erika
- Human_First_Names_F_0585=Eriko
- Human_First_Names_F_0586=Erin
- Human_First_Names_F_0587=Erma
- Human_First_Names_F_0588=Ernestine
- Human_First_Names_F_0589=Esma
- Human_First_Names_F_0590=Esmeralda
- Human_First_Names_F_0591=Esperanza
- Human_First_Names_F_0592=Essie
- Human_First_Names_F_0593=Estella
- Human_First_Names_F_0594=Estelle
- Human_First_Names_F_0595=Ester
- Human_First_Names_F_0596=Esther
- Human_First_Names_F_0597=Ethel
- Human_First_Names_F_0598=Etti
- Human_First_Names_F_0599=Eula
- Human_First_Names_F_0600=Eunice
- Human_First_Names_F_0601=Eva
- Human_First_Names_F_0602=Evangelia
- Human_First_Names_F_0603=Evangelina
- Human_First_Names_F_0604=Evangeline
- Human_First_Names_F_0605=Eve
- Human_First_Names_F_0606=Evelyn
- Human_First_Names_F_0607=Evette
- Human_First_Names_F_0608=Evie
- Human_First_Names_F_0609=Fabia
- Human_First_Names_F_0610=Fatima
- Human_First_Names_F_0611=Fay
- Human_First_Names_F_0612=Faye
- Human_First_Names_F_0613=Felicia
- Human_First_Names_F_0614=Feliz
- Human_First_Names_F_0615=Fen
- Human_First_Names_F_0616=Ferlisha
- Human_First_Names_F_0617=Fern
- Human_First_Names_F_0618=Fey
- Human_First_Names_F_0619=Finley
- Human_First_Names_F_0620=Fiona
- Human_First_Names_F_0621=Fionna
- Human_First_Names_F_0622=Flannery
- Human_First_Names_F_0623=Flora
- Human_First_Names_F_0624=Florence
- Human_First_Names_F_0625=Flynn
- Human_First_Names_F_0626=Fran
- Human_First_Names_F_0627=Francesca
- Human_First_Names_F_0628=Francine
- Human_First_Names_F_0629=Frankie
- Human_First_Names_F_0630=Freddi
- Human_First_Names_F_0631=Frederique
- Human_First_Names_F_0632=Freja
- Human_First_Names_F_0633=Frida
- Human_First_Names_F_0634=Fujiko
- Human_First_Names_F_0635=Fukumi
- Human_First_Names_F_0636=Fumiko
- Human_First_Names_F_0637=Gabija
- Human_First_Names_F_0638=Gabriela
- Human_First_Names_F_0639=Gabrielle
- Human_First_Names_F_0640=Gail
- Human_First_Names_F_0641=Galenka
- Human_First_Names_F_0642=Garnett
- Human_First_Names_F_0643=Gayle
- Human_First_Names_F_0644=Gena
- Human_First_Names_F_0645=Genesis
- Human_First_Names_F_0646=Genevieve
- Human_First_Names_F_0647=George
- Human_First_Names_F_0648=Georgette
- Human_First_Names_F_0649=Georgia
- Human_First_Names_F_0650=Geraldine
- Human_First_Names_F_0651=Gerri
- Human_First_Names_F_0652=Gertrude
- Human_First_Names_F_0653=Gilda
- Human_First_Names_F_0654=Gillian
- Human_First_Names_F_0655=Gina
- Human_First_Names_F_0656=Ginger
- Human_First_Names_F_0657=Ginny
- Human_First_Names_F_0658=Gisele
- Human_First_Names_F_0659=Glenda
- Human_First_Names_F_0660=Gloria
- Human_First_Names_F_0661=Goldie
- Human_First_Names_F_0662=Grace
- Human_First_Names_F_0663=Gracie
- Human_First_Names_F_0664=Gratia
- Human_First_Names_F_0665=Greta
- Human_First_Names_F_0666=Gretchen
- Human_First_Names_F_0667=Gretta
- Human_First_Names_F_0668=Guadalupe
- Human_First_Names_F_0669=Gurpreet
- Human_First_Names_F_0670=Gwen
- Human_First_Names_F_0671=Gwendolyn
- Human_First_Names_F_0672=Gwyneth
- Human_First_Names_F_0673=Hadley
- Human_First_Names_F_0674=Hadyn
- Human_First_Names_F_0675=Hailey
- Human_First_Names_F_0676=Hala
- Human_First_Names_F_0677=Halen
- Human_First_Names_F_0678=Haley
- Human_First_Names_F_0679=Hana
- Human_First_Names_F_0680=Hanita
- Human_First_Names_F_0681=Hannah
- Human_First_Names_F_0682=Harley
- Human_First_Names_F_0683=Harlyn
- Human_First_Names_F_0684=Harper
- Human_First_Names_F_0685=Harriet
- Human_First_Names_F_0686=Hartley
- Human_First_Names_F_0687=Haruko
- Human_First_Names_F_0688=Haruyo
- Human_First_Names_F_0689=Hattie
- Human_First_Names_F_0690=Hayden
- Human_First_Names_F_0691=Hazel
- Human_First_Names_F_0692=Heather
- Human_First_Names_F_0693=Heidi
- Human_First_Names_F_0694=Helen
- Human_First_Names_F_0695=Helena
- Human_First_Names_F_0696=Helga
- Human_First_Names_F_0697=Helma
- Human_First_Names_F_0698=Henrietta
- Human_First_Names_F_0699=Hentie
- Human_First_Names_F_0700=Hermione
- Human_First_Names_F_0701=Hero
- Human_First_Names_F_0702=Hester
- Human_First_Names_F_0703=Hetty
- Human_First_Names_F_0704=Hideko
- Human_First_Names_F_0705=Hilary
- Human_First_Names_F_0706=Hildegard
- Human_First_Names_F_0707=Hildur
- Human_First_Names_F_0708=Hiroko
- Human_First_Names_F_0709=Hisaya
- Human_First_Names_F_0710=Hitomi
- Human_First_Names_F_0711=Hollie
- Human_First_Names_F_0712=Holly
- Human_First_Names_F_0713=Hope
- Human_First_Names_F_0714=Hortense
- Human_First_Names_F_0715=Hudson
- Human_First_Names_F_0716=Hunter
- Human_First_Names_F_0717=Hyun
- Human_First_Names_F_0718=Ichiko
- Human_First_Names_F_0719=Ida
- Human_First_Names_F_0720=Idina
- Human_First_Names_F_0721=Ikumi
- Human_First_Names_F_0722=Ilana
- Human_First_Names_F_0723=Ilene
- Human_First_Names_F_0724=Imogene
- Human_First_Names_F_0725=Ina
- Human_First_Names_F_0726=Indigo
- Human_First_Names_F_0727=Indira
- Human_First_Names_F_0728=Indrani
- Human_First_Names_F_0729=Ines
- Human_First_Names_F_0730=Inez
- Human_First_Names_F_0731=Ingrid
- Human_First_Names_F_0732=Ioanna
- Human_First_Names_F_0733=Irena
- Human_First_Names_F_0734=Irene
- Human_First_Names_F_0735=Iris
- Human_First_Names_F_0736=Irma
- Human_First_Names_F_0737=Isa
- Human_First_Names_F_0738=Isabel
- Human_First_Names_F_0739=Isabella
- Human_First_Names_F_0740=Isabelle
- Human_First_Names_F_0741=Ishawna
- Human_First_Names_F_0742=Isidora
- Human_First_Names_F_0743=Isobel
- Human_First_Names_F_0744=Itsumi
- Human_First_Names_F_0745=Ivana
- Human_First_Names_F_0746=Ivita
- Human_First_Names_F_0747=Ivonne
- Human_First_Names_F_0748=Ivy
- Human_First_Names_F_0749=Jackie
- Human_First_Names_F_0750=Jacklyn
- Human_First_Names_F_0751=Jaclyn
- Human_First_Names_F_0752=Jacqueline
- Human_First_Names_F_0753=Jacquie
- Human_First_Names_F_0754=Jada
- Human_First_Names_F_0755=Jaden
- Human_First_Names_F_0756=Jae
- Human_First_Names_F_0757=Jaime
- Human_First_Names_F_0758=Jakeline
- Human_First_Names_F_0759=Jaki
- Human_First_Names_F_0760=Jalani
- Human_First_Names_F_0761=Jaleen
- Human_First_Names_F_0762=Jalen
- Human_First_Names_F_0763=Jamani
- Human_First_Names_F_0764=Jami
- Human_First_Names_F_0765=Jamie
- Human_First_Names_F_0766=Jan
- Human_First_Names_F_0767=Jana
- Human_First_Names_F_0768=Jane
- Human_First_Names_F_0769=Janelle
- Human_First_Names_F_0770=Janet
- Human_First_Names_F_0771=Janette
- Human_First_Names_F_0772=Janice
- Human_First_Names_F_0773=Janine
- Human_First_Names_F_0774=Janis
- Human_First_Names_F_0775=Janna
- Human_First_Names_F_0776=Jara
- Human_First_Names_F_0777=Jari
- Human_First_Names_F_0778=Jarmila
- Human_First_Names_F_0779=Jashanna
- Human_First_Names_F_0780=Jasmine
- Human_First_Names_F_0781=Jax
- Human_First_Names_F_0782=Jayne
- Human_First_Names_F_0783=Jaynie
- Human_First_Names_F_0784=Jaz
- Human_First_Names_F_0785=Jazmin
- Human_First_Names_F_0786=Jean
- Human_First_Names_F_0787=Jeanette
- Human_First_Names_F_0788=Jeanie
- Human_First_Names_F_0789=Jelinda
- Human_First_Names_F_0790=Jemisha
- Human_First_Names_F_0791=Jemma
- Human_First_Names_F_0792=Jen
- Human_First_Names_F_0793=Jenifer
- Human_First_Names_F_0794=Jenna
- Human_First_Names_F_0795=Jenni
- Human_First_Names_F_0796=Jennica
- Human_First_Names_F_0797=Jennifer
- Human_First_Names_F_0798=Jenny
- Human_First_Names_F_0799=Jeri
- Human_First_Names_F_0800=Jerri
- Human_First_Names_F_0801=Jerzy
- Human_First_Names_F_0802=Jess
- Human_First_Names_F_0803=Jessica
- Human_First_Names_F_0804=Jessie
- Human_First_Names_F_0805=Jewel
- Human_First_Names_F_0806=Jianni
- Human_First_Names_F_0807=Jill
- Human_First_Names_F_0808=Jillian
- Human_First_Names_F_0809=Jing
- Human_First_Names_F_0810=Jinny
- Human_First_Names_F_0811=Jo
- Human_First_Names_F_0812=Joan
- Human_First_Names_F_0813=Joana
- Human_First_Names_F_0814=Joanie
- Human_First_Names_F_0815=Joann
- Human_First_Names_F_0816=Joanne
- Human_First_Names_F_0817=Jocelyn
- Human_First_Names_F_0818=Jodi
- Human_First_Names_F_0819=Jodie
- Human_First_Names_F_0820=Jody
- Human_First_Names_F_0821=Joey
- Human_First_Names_F_0822=Johana
- Human_First_Names_F_0823=Johari
- Human_First_Names_F_0824=Jolena
- Human_First_Names_F_0825=Jolene
- Human_First_Names_F_0826=Joni
- Human_First_Names_F_0827=Jordan
- Human_First_Names_F_0828=Josefina
- Human_First_Names_F_0829=Josefine
- Human_First_Names_F_0830=Josephine
- Human_First_Names_F_0831=Josie
- Human_First_Names_F_0832=Joslin
- Human_First_Names_F_0833=Joy
- Human_First_Names_F_0834=Joyce
- Human_First_Names_F_0835=Juanita
- Human_First_Names_F_0836=Judi
- Human_First_Names_F_0837=Judie
- Human_First_Names_F_0838=Judith
- Human_First_Names_F_0839=Judy
- Human_First_Names_F_0840=Jules
- Human_First_Names_F_0841=Julia
- Human_First_Names_F_0842=Julian
- Human_First_Names_F_0843=Juliana
- Human_First_Names_F_0844=Julianne
- Human_First_Names_F_0845=Julie
- Human_First_Names_F_0846=Juliet
- Human_First_Names_F_0847=June
- Human_First_Names_F_0848=Justina
- Human_First_Names_F_0849=Justine
- Human_First_Names_F_0850=Kadasha
- Human_First_Names_F_0851=Kadian
- Human_First_Names_F_0852=Kadrea
- Human_First_Names_F_0853=Kahley
- Human_First_Names_F_0854=Kaidyn
- Human_First_Names_F_0855=Kailanni
- Human_First_Names_F_0856=Kaimi
- Human_First_Names_F_0857=Kaitlin
- Human_First_Names_F_0858=Kala
- Human_First_Names_F_0859=Kalahni
- Human_First_Names_F_0860=Kalea
- Human_First_Names_F_0861=Kalin
- Human_First_Names_F_0862=Kaliope
- Human_First_Names_F_0863=Kam
- Human_First_Names_F_0864=Kamali
- Human_First_Names_F_0865=Kamani
- Human_First_Names_F_0866=Kamari
- Human_First_Names_F_0867=Kamdyn
- Human_First_Names_F_0868=Kamie
- Human_First_Names_F_0869=Kamila
- Human_First_Names_F_0870=Kana
- Human_First_Names_F_0871=Kanika
- Human_First_Names_F_0872=Kao
- Human_First_Names_F_0873=Kara
- Human_First_Names_F_0874=Karen
- Human_First_Names_F_0875=Kari
- Human_First_Names_F_0876=Karin
- Human_First_Names_F_0877=Karina
- Human_First_Names_F_0878=Karla
- Human_First_Names_F_0879=Karolina
- Human_First_Names_F_0880=Karsen
- Human_First_Names_F_0881=Kary
- Human_First_Names_F_0882=Kasey
- Human_First_Names_F_0883=Kassidy
- Human_First_Names_F_0884=Katarina
- Human_First_Names_F_0885=Kate
- Human_First_Names_F_0886=Katelyn
- Human_First_Names_F_0887=Katey
- Human_First_Names_F_0888=Katharine
- Human_First_Names_F_0889=Katherine
- Human_First_Names_F_0890=Katheryn
- Human_First_Names_F_0891=Kathie
- Human_First_Names_F_0892=Kathleen
- Human_First_Names_F_0893=Kathlyn
- Human_First_Names_F_0894=Kathrine
- Human_First_Names_F_0895=Kathy
- Human_First_Names_F_0896=Katie
- Human_First_Names_F_0897=Katrina
- Human_First_Names_F_0898=Katy
- Human_First_Names_F_0899=Kavita
- Human_First_Names_F_0900=Kay
- Human_First_Names_F_0901=Kaydin
- Human_First_Names_F_0902=Kayla
- Human_First_Names_F_0903=Kaylee
- Human_First_Names_F_0904=Keegan
- Human_First_Names_F_0905=Keiko
- Human_First_Names_F_0906=Keisha
- Human_First_Names_F_0907=Kelley
- Human_First_Names_F_0908=Kelli
- Human_First_Names_F_0909=Kellie
- Human_First_Names_F_0910=Kelly
- Human_First_Names_F_0911=Kelsey
- Human_First_Names_F_0912=Kemani
- Human_First_Names_F_0913=Kendal
- Human_First_Names_F_0914=Kendra
- Human_First_Names_F_0915=Kennedy
- Human_First_Names_F_0916=Keri
- Human_First_Names_F_0917=Kerri
- Human_First_Names_F_0918=Khali
- Human_First_Names_F_0919=Khinara
- Human_First_Names_F_0920=Kiana
- Human_First_Names_F_0921=Kiandra
- Human_First_Names_F_0922=Kiko
- Human_First_Names_F_0923=Kileyna
- Human_First_Names_F_0924=Kim
- Human_First_Names_F_0925=Kimani
- Human_First_Names_F_0926=Kimberly
- Human_First_Names_F_0927=Kimiko
- Human_First_Names_F_0928=Kinsey
- Human_First_Names_F_0929=Kira
- Human_First_Names_F_0930=Kirsten
- Human_First_Names_F_0931=Kirsty
- Human_First_Names_F_0932=Kishana
- Human_First_Names_F_0933=Kitt
- Human_First_Names_F_0934=Kizzie
- Human_First_Names_F_0935=Klara
- Human_First_Names_F_0936=Kodi
- Human_First_Names_F_0937=Konomi
- Human_First_Names_F_0938=Korah
- Human_First_Names_F_0939=Kris
- Human_First_Names_F_0940=Krista
- Human_First_Names_F_0941=Kristen
- Human_First_Names_F_0942=Kristi
- Human_First_Names_F_0943=Kristie
- Human_First_Names_F_0944=Kristin
- Human_First_Names_F_0945=Kristina
- Human_First_Names_F_0946=Kristine
- Human_First_Names_F_0947=Kristy
- Human_First_Names_F_0948=Kumi
- Human_First_Names_F_0949=Kyri
- Human_First_Names_F_0950=Lacara
- Human_First_Names_F_0951=Lacey
- Human_First_Names_F_0952=Ladell
- Human_First_Names_F_0953=Lakedra
- Human_First_Names_F_0954=Lakeisha
- Human_First_Names_F_0955=Lakoda
- Human_First_Names_F_0956=Lamari
- Human_First_Names_F_0957=Lana
- Human_First_Names_F_0958=Landon
- Human_First_Names_F_0959=Landry
- Human_First_Names_F_0960=Lane
- Human_First_Names_F_0961=Lanie
- Human_First_Names_F_0962=Lara
- Human_First_Names_F_0963=Laren
- Human_First_Names_F_0964=Larissa
- Human_First_Names_F_0965=Larkin
- Human_First_Names_F_0966=Lashaya
- Human_First_Names_F_0967=Latasha
- Human_First_Names_F_0968=Latavia
- Human_First_Names_F_0969=Latika
- Human_First_Names_F_0970=Latisha
- Human_First_Names_F_0971=Latoya
- Human_First_Names_F_0972=Laura
- Human_First_Names_F_0973=Laurel
- Human_First_Names_F_0974=Lauren
- Human_First_Names_F_0975=Laurie
- Human_First_Names_F_0976=Laverne
- Human_First_Names_F_0977=Lawanda
- Human_First_Names_F_0978=Laylani
- Human_First_Names_F_0979=Lea
- Human_First_Names_F_0980=Leandra
- Human_First_Names_F_0981=Leanne
- Human_First_Names_F_0982=Lee
- Human_First_Names_F_0983=Leela
- Human_First_Names_F_0984=Leelannee
- Human_First_Names_F_0985=Leia
- Human_First_Names_F_0986=Leigh
- Human_First_Names_F_0987=Leila
- Human_First_Names_F_0988=Leilani
- Human_First_Names_F_0989=Leisha
- Human_First_Names_F_0990=Leisley
- Human_First_Names_F_0991=Lena
- Human_First_Names_F_0992=Lenka
- Human_First_Names_F_0993=Lenora
- Human_First_Names_F_0994=Lenore
- Human_First_Names_F_0995=Lenzie
- Human_First_Names_F_0996=Leona
- Human_First_Names_F_0997=Leonie
- Human_First_Names_F_0998=Leslee
- Human_First_Names_F_0999=Lesley
- Human_First_Names_F_1000=Lesli
- Human_First_Names_F_1001=Leslie
- Human_First_Names_F_1002=Lexington
- Human_First_Names_F_1003=Leyla
- Human_First_Names_F_1004=Liana
- Human_First_Names_F_1005=Lianne
- Human_First_Names_F_1006=Liddy
- Human_First_Names_F_1007=Lidia
- Human_First_Names_F_1008=Liesl
- Human_First_Names_F_1009=Lili
- Human_First_Names_F_1010=Liliana
- Human_First_Names_F_1011=Lillian
- Human_First_Names_F_1012=Lillie
- Human_First_Names_F_1013=Lilly
- Human_First_Names_F_1014=Lilo
- Human_First_Names_F_1015=Lily
- Human_First_Names_F_1016=Lin
- Human_First_Names_F_1017=Lina
- Human_First_Names_F_1018=Lincoln
- Human_First_Names_F_1019=Linda
- Human_First_Names_F_1020=Lindsey
- Human_First_Names_F_1021=Lisa
- Human_First_Names_F_1022=Livia
- Human_First_Names_F_1023=Liz
- Human_First_Names_F_1024=Lizzie
- Human_First_Names_F_1025=Logan
- Human_First_Names_F_1026=Lois
- Human_First_Names_F_1027=Lola
- Human_First_Names_F_1028=Loni
- Human_First_Names_F_1029=Lora
- Human_First_Names_F_1030=Loraine
- Human_First_Names_F_1031=Lorene
- Human_First_Names_F_1032=Loretta
- Human_First_Names_F_1033=Lori
- Human_First_Names_F_1034=Lorna
- Human_First_Names_F_1035=Lou
- Human_First_Names_F_1036=Louella
- Human_First_Names_F_1037=Louisa
- Human_First_Names_F_1038=Louise
- Human_First_Names_F_1039=Lovelle
- Human_First_Names_F_1040=Luana
- Human_First_Names_F_1041=Luann
- Human_First_Names_F_1042=Lucille
- Human_First_Names_F_1043=Lucinda
- Human_First_Names_F_1044=Lucy
- Human_First_Names_F_1045=Ludmila
- Human_First_Names_F_1046=Luella
- Human_First_Names_F_1047=Luisa
- Human_First_Names_F_1048=Luiza
- Human_First_Names_F_1049=Lupe
- Human_First_Names_F_1050=Luverne
- Human_First_Names_F_1051=Lydia
- Human_First_Names_F_1052=Lynda
- Human_First_Names_F_1053=Lynn
- Human_First_Names_F_1054=Mabel
- Human_First_Names_F_1055=Mackinley
- Human_First_Names_F_1056=Maddy
- Human_First_Names_F_1057=Maddyx
- Human_First_Names_F_1058=Madeline
- Human_First_Names_F_1059=Madge
- Human_First_Names_F_1060=Madison
- Human_First_Names_F_1061=Magdalena
- Human_First_Names_F_1062=Maggie
- Human_First_Names_F_1063=Magnolia
- Human_First_Names_F_1064=Mahari
- Human_First_Names_F_1065=Mai
- Human_First_Names_F_1066=Maiko
- Human_First_Names_F_1067=Maja
- Human_First_Names_F_1068=Makayla
- Human_First_Names_F_1069=Malaya
- Human_First_Names_F_1070=Malia
- Human_First_Names_F_1071=Malinda
- Human_First_Names_F_1072=Maliyah
- Human_First_Names_F_1073=Mallory
- Human_First_Names_F_1074=Malone
- Human_First_Names_F_1075=Malou
- Human_First_Names_F_1076=Mana
- Human_First_Names_F_1077=Mandy
- Human_First_Names_F_1078=Maneet
- Human_First_Names_F_1079=Manjula
- Human_First_Names_F_1080=Mara
- Human_First_Names_F_1081=Marcella
- Human_First_Names_F_1082=Marci
- Human_First_Names_F_1083=Marcia
- Human_First_Names_F_1084=Marcy
- Human_First_Names_F_1085=Margaret
- Human_First_Names_F_1086=Margery
- Human_First_Names_F_1087=Margie
- Human_First_Names_F_1088=Margot
- Human_First_Names_F_1089=Margret
- Human_First_Names_F_1090=Maria
- Human_First_Names_F_1091=Mariam
- Human_First_Names_F_1092=Mariana
- Human_First_Names_F_1093=Maribelle
- Human_First_Names_F_1094=Marie
- Human_First_Names_F_1095=Marietta
- Human_First_Names_F_1096=Marilyn
- Human_First_Names_F_1097=Marisa
- Human_First_Names_F_1098=Marji
- Human_First_Names_F_1099=Marjorie
- Human_First_Names_F_1100=Marla
- Human_First_Names_F_1101=Marlena
- Human_First_Names_F_1102=Marley
- Human_First_Names_F_1103=Marrion
- Human_First_Names_F_1104=Marsha
- Human_First_Names_F_1105=Marta
- Human_First_Names_F_1106=Martha
- Human_First_Names_F_1107=Marviana
- Human_First_Names_F_1108=Mary
- Human_First_Names_F_1109=Maryann
- Human_First_Names_F_1110=Marylou
- Human_First_Names_F_1111=Mason
- Human_First_Names_F_1112=Matavia
- Human_First_Names_F_1113=Matilda
- Human_First_Names_F_1114=Matsuko
- Human_First_Names_F_1115=Mattie
- Human_First_Names_F_1116=Maude
- Human_First_Names_F_1117=Maura
- Human_First_Names_F_1118=Maureen
- Human_First_Names_F_1119=Maven
- Human_First_Names_F_1120=Mavis
- Human_First_Names_F_1121=Max
- Human_First_Names_F_1122=Maxine
- Human_First_Names_F_1123=Maya
- Human_First_Names_F_1124=Maybelle
- Human_First_Names_F_1125=Mayumi
- Human_First_Names_F_1126=Meagan
- Human_First_Names_F_1127=Meg
- Human_First_Names_F_1128=Megan
- Human_First_Names_F_1129=Meghan
- Human_First_Names_F_1130=Megumi
- Human_First_Names_F_1131=Mei
- Human_First_Names_F_1132=Meiko
- Human_First_Names_F_1133=Mel
- Human_First_Names_F_1134=Melania
- Human_First_Names_F_1135=Melanie
- Human_First_Names_F_1136=Melicia
- Human_First_Names_F_1137=Melinda
- Human_First_Names_F_1138=Melissa
- Human_First_Names_F_1139=Mell
- Human_First_Names_F_1140=Melly
- Human_First_Names_F_1141=Melody
- Human_First_Names_F_1142=Memphis
- Human_First_Names_F_1143=Meredith
- Human_First_Names_F_1144=Micah
- Human_First_Names_F_1145=Michelle
- Human_First_Names_F_1146=Miki
- Human_First_Names_F_1147=Mila
- Human_First_Names_F_1148=Mildred
- Human_First_Names_F_1149=Miley
- Human_First_Names_F_1150=Millicent
- Human_First_Names_F_1151=Millie
- Human_First_Names_F_1152=Milly
- Human_First_Names_F_1153=Mimi
- Human_First_Names_F_1154=Mina
- Human_First_Names_F_1155=Mindy
- Human_First_Names_F_1156=Mineko
- Human_First_Names_F_1157=Minerva
- Human_First_Names_F_1158=Minnie
- Human_First_Names_F_1159=Mira
- Human_First_Names_F_1160=Mirabel
- Human_First_Names_F_1161=Miranda
- Human_First_Names_F_1162=Miriam
- Human_First_Names_F_1163=Missy
- Human_First_Names_F_1164=Mitzi
- Human_First_Names_F_1165=Miyabi
- Human_First_Names_F_1166=Mizuki
- Human_First_Names_F_1167=Moana
- Human_First_Names_F_1168=Mollie
- Human_First_Names_F_1169=Molly
- Human_First_Names_F_1170=Mona
- Human_First_Names_F_1171=Monica
- Human_First_Names_F_1172=Monique
- Human_First_Names_F_1173=Monroe
- Human_First_Names_F_1174=Montana
- Human_First_Names_F_1175=Morgan
- Human_First_Names_F_1176=Muriel
- Human_First_Names_F_1177=Myra
- Human_First_Names_F_1178=Nadia
- Human_First_Names_F_1179=Nadine
- Human_First_Names_F_1180=Naila
- Human_First_Names_F_1181=Nakala
- Human_First_Names_F_1182=Nalani
- Human_First_Names_F_1183=Nancy
- Human_First_Names_F_1184=Nandi
- Human_First_Names_F_1185=Nanette
- Human_First_Names_F_1186=Naomi
- Human_First_Names_F_1187=Narumi
- Human_First_Names_F_1188=Nasiah
- Human_First_Names_F_1189=Natale
- Human_First_Names_F_1190=Natalia
- Human_First_Names_F_1191=Natalie
- Human_First_Names_F_1192=Natasha
- Human_First_Names_F_1193=Natroya
- Human_First_Names_F_1194=Natsume
- Human_First_Names_F_1195=Nedaara
- Human_First_Names_F_1196=Neema
- Human_First_Names_F_1197=Nelinka
- Human_First_Names_F_1198=Nell
- Human_First_Names_F_1199=Nellie
- Human_First_Names_F_1200=Nelly
- Human_First_Names_F_1201=Neomi
- Human_First_Names_F_1202=Nerissa
- Human_First_Names_F_1203=Nevada
- Human_First_Names_F_1204=Nia
- Human_First_Names_F_1205=Nichole
- Human_First_Names_F_1206=Nicole
- Human_First_Names_F_1207=Nikita
- Human_First_Names_F_1208=Nikki
- Human_First_Names_F_1209=Nikola
- Human_First_Names_F_1210=Nina
- Human_First_Names_F_1211=Noelle
- Human_First_Names_F_1212=Nora
- Human_First_Names_F_1213=Noreen
- Human_First_Names_F_1214=Noriko
- Human_First_Names_F_1215=Norma
- Human_First_Names_F_1216=Nozomi
- Human_First_Names_F_1217=Octavia
- Human_First_Names_F_1218=Odessa
- Human_First_Names_F_1219=Okalani
- Human_First_Names_F_1220=Olanda
- Human_First_Names_F_1221=Olga
- Human_First_Names_F_1222=Oliana
- Human_First_Names_F_1223=Olive
- Human_First_Names_F_1224=Olivia
- Human_First_Names_F_1225=Ollie
- Human_First_Names_F_1226=Onnie
- Human_First_Names_F_1227=Onyx
- Human_First_Names_F_1228=Opal
- Human_First_Names_F_1229=Ophelia
- Human_First_Names_F_1230=Oriana
- Human_First_Names_F_1231=Orion
- Human_First_Names_F_1232=Ozie
- Human_First_Names_F_1233=Paiden
- Human_First_Names_F_1234=Paige
- Human_First_Names_F_1235=Pallavi
- Human_First_Names_F_1236=Pam
- Human_First_Names_F_1237=Pamela
- Human_First_Names_F_1238=Parker
- Human_First_Names_F_1239=Parvati
- Human_First_Names_F_1240=Pasha
- Human_First_Names_F_1241=Pat
- Human_First_Names_F_1242=Patricia
- Human_First_Names_F_1243=Patsy
- Human_First_Names_F_1244=Patti
- Human_First_Names_F_1245=Patty
- Human_First_Names_F_1246=Paula
- Human_First_Names_F_1247=Paulette
- Human_First_Names_F_1248=Paulina
- Human_First_Names_F_1249=Pauline
- Human_First_Names_F_1250=Pavla
- Human_First_Names_F_1251=Pavlina
- Human_First_Names_F_1252=Pavlinka
- Human_First_Names_F_1253=Paxton
- Human_First_Names_F_1254=Payton
- Human_First_Names_F_1255=Pearl
- Human_First_Names_F_1256=Peggy
- Human_First_Names_F_1257=Penelope
- Human_First_Names_F_1258=Penny
- Human_First_Names_F_1259=Petra
- Human_First_Names_F_1260=Phoebe
- Human_First_Names_F_1261=Phoenix
- Human_First_Names_F_1262=Phylicity
- Human_First_Names_F_1263=Phyllis
- Human_First_Names_F_1264=Piper
- Human_First_Names_F_1265=Pippa
- Human_First_Names_F_1266=Polina
- Human_First_Names_F_1267=Polly
- Human_First_Names_F_1268=Poppy
- Human_First_Names_F_1269=Posey
- Human_First_Names_F_1270=Preet
- Human_First_Names_F_1271=Prima
- Human_First_Names_F_1272=Priscilla
- Human_First_Names_F_1273=Priya
- Human_First_Names_F_1274=Priyanka
- Human_First_Names_F_1275=Quinn
- Human_First_Names_F_1276=Rachael
- Human_First_Names_F_1277=Rachel
- Human_First_Names_F_1278=Rachelle
- Human_First_Names_F_1279=Radana
- Human_First_Names_F_1280=Radmila
- Human_First_Names_F_1281=Rae
- Human_First_Names_F_1282=Rain
- Human_First_Names_F_1283=Raleigh
- Human_First_Names_F_1284=Ramona
- Human_First_Names_F_1285=Ranisha
- Human_First_Names_F_1286=Raquel
- Human_First_Names_F_1287=Rashi
- Human_First_Names_F_1288=Rati
- Human_First_Names_F_1289=Reagan
- Human_First_Names_F_1290=Reba
- Human_First_Names_F_1291=Rebecca
- Human_First_Names_F_1292=Rebeka
- Human_First_Names_F_1293=Rebekah
- Human_First_Names_F_1294=Rebel
- Human_First_Names_F_1295=Reese
- Human_First_Names_F_1296=Regina
- Human_First_Names_F_1297=Reika
- Human_First_Names_F_1298=Remy
- Human_First_Names_F_1299=Rena
- Human_First_Names_F_1300=Rhiannon
- Human_First_Names_F_1301=Rhoda
- Human_First_Names_F_1302=Rhonda
- Human_First_Names_F_1303=Ricki
- Human_First_Names_F_1304=Rihanna
- Human_First_Names_F_1305=Rika
- Human_First_Names_F_1306=Riley
- Human_First_Names_F_1307=Rio
- Human_First_Names_F_1308=Rita
- Human_First_Names_F_1309=River
- Human_First_Names_F_1310=Robbie
- Human_First_Names_F_1311=Roberta
- Human_First_Names_F_1312=Robin
- Human_First_Names_F_1313=Roma
- Human_First_Names_F_1314=Ronie
- Human_First_Names_F_1315=Rory
- Human_First_Names_F_1316=Rosa
- Human_First_Names_F_1317=Rosalie
- Human_First_Names_F_1318=Rosalind
- Human_First_Names_F_1319=Rosalyn
- Human_First_Names_F_1320=Rosanna
- Human_First_Names_F_1321=Rosario
- Human_First_Names_F_1322=Rose
- Human_First_Names_F_1323=Rosemarie
- Human_First_Names_F_1324=Rosemary
- Human_First_Names_F_1325=Roxanne
- Human_First_Names_F_1326=Roxie
- Human_First_Names_F_1327=Ruby
- Human_First_Names_F_1328=Ruth
- Human_First_Names_F_1329=Ryoko
- Human_First_Names_F_1330=Sabina
- Human_First_Names_F_1331=Sabrina
- Human_First_Names_F_1332=Sadie
- Human_First_Names_F_1333=Safa
- Human_First_Names_F_1334=Sage
- Human_First_Names_F_1335=Sakura
- Human_First_Names_F_1336=Salem
- Human_First_Names_F_1337=Salenna
- Human_First_Names_F_1338=Sallie
- Human_First_Names_F_1339=Sally
- Human_First_Names_F_1340=Sam
- Human_First_Names_F_1341=Samantha
- Human_First_Names_F_1342=Samara
- Human_First_Names_F_1343=Sammy
- Human_First_Names_F_1344=Sandra
- Human_First_Names_F_1345=Sandy
- Human_First_Names_F_1346=Sara
- Human_First_Names_F_1347=Sarah
- Human_First_Names_F_1348=Sasha
- Human_First_Names_F_1349=Satomi
- Human_First_Names_F_1350=Savannah
- Human_First_Names_F_1351=Savitri
- Human_First_Names_F_1352=Sawyer
- Human_First_Names_F_1353=Scarlett
- Human_First_Names_F_1354=Selby
- Human_First_Names_F_1355=Selena
- Human_First_Names_F_1356=Selma
- Human_First_Names_F_1357=Seneca
- Human_First_Names_F_1358=Serafina
- Human_First_Names_F_1359=Serena
- Human_First_Names_F_1360=Shamari
- Human_First_Names_F_1361=Shana
- Human_First_Names_F_1362=Shanaya
- Human_First_Names_F_1363=Shaniqua
- Human_First_Names_F_1364=Shannon
- Human_First_Names_F_1365=Shaquira
- Human_First_Names_F_1366=Sharlene
- Human_First_Names_F_1367=Sharon
- Human_First_Names_F_1368=Shauna
- Human_First_Names_F_1369=Shawndell
- Human_First_Names_F_1370=Shay
- Human_First_Names_F_1371=Sheila
- Human_First_Names_F_1372=Shelby
- Human_First_Names_F_1373=Shell
- Human_First_Names_F_1374=Shelley
- Human_First_Names_F_1375=Shelly
- Human_First_Names_F_1376=Sheri
- Human_First_Names_F_1377=Sherrie
- Human_First_Names_F_1378=Sherry
- Human_First_Names_F_1379=Sheryl
- Human_First_Names_F_1380=Shia
- Human_First_Names_F_1381=Shira
- Human_First_Names_F_1382=Siah
- Human_First_Names_F_1383=Silvia
- Human_First_Names_F_1384=Simona
- Human_First_Names_F_1385=Simone
- Human_First_Names_F_1386=Sky
- Human_First_Names_F_1387=Skyler
- Human_First_Names_F_1388=Sloan
- Human_First_Names_F_1389=Sofia
- Human_First_Names_F_1390=Sofie
- Human_First_Names_F_1391=Solvita
- Human_First_Names_F_1392=Sonnie
- Human_First_Names_F_1393=Sonya
- Human_First_Names_F_1394=Sophia
- Human_First_Names_F_1395=Sophie
- Human_First_Names_F_1396=Stacey
- Human_First_Names_F_1397=Staci
- Human_First_Names_F_1398=Stacie
- Human_First_Names_F_1399=Stacy
- Human_First_Names_F_1400=Stefanie
- Human_First_Names_F_1401=Steffi
- Human_First_Names_F_1402=Stella
- Human_First_Names_F_1403=Steph
- Human_First_Names_F_1404=Stephanie
- Human_First_Names_F_1405=Stephie
- Human_First_Names_F_1406=Sterling
- Human_First_Names_F_1407=Stevie
- Human_First_Names_F_1408=Sue
- Human_First_Names_F_1409=Suellen
- Human_First_Names_F_1410=Summer
- Human_First_Names_F_1411=Susan
- Human_First_Names_F_1412=Susannah
- Human_First_Names_F_1413=Susie
- Human_First_Names_F_1414=Suzana
- Human_First_Names_F_1415=Suzanne
- Human_First_Names_F_1416=Suzette
- Human_First_Names_F_1417=Svetlana
- Human_First_Names_F_1418=Sybil
- Human_First_Names_F_1419=Sylvia
- Human_First_Names_F_1420=Tabatha
- Human_First_Names_F_1421=Tahje
- Human_First_Names_F_1422=Tai
- Human_First_Names_F_1423=Talia
- Human_First_Names_F_1424=Tallulah
- Human_First_Names_F_1425=Talyn
- Human_First_Names_F_1426=Tamara
- Human_First_Names_F_1427=Tamera
- Human_First_Names_F_1428=Tami
- Human_First_Names_F_1429=Tamiko
- Human_First_Names_F_1430=Tammie
- Human_First_Names_F_1431=Tammy
- Human_First_Names_F_1432=Tania
- Human_First_Names_F_1433=Tanisha
- Human_First_Names_F_1434=Tanya
- Human_First_Names_F_1435=Tara
- Human_First_Names_F_1436=Tasha
- Human_First_Names_F_1437=Tavena
- Human_First_Names_F_1438=Tavi
- Human_First_Names_F_1439=Tawny
- Human_First_Names_F_1440=Taylor
- Human_First_Names_F_1441=Tea
- Human_First_Names_F_1442=Teagan
- Human_First_Names_F_1443=Teresa
- Human_First_Names_F_1444=Teri
- Human_First_Names_F_1445=Tessa
- Human_First_Names_F_1446=Thea
- Human_First_Names_F_1447=Thelma
- Human_First_Names_F_1448=Theresa
- Human_First_Names_F_1449=Tia
- Human_First_Names_F_1450=Tianna
- Human_First_Names_F_1451=Tiffany
- Human_First_Names_F_1452=Tillie
- Human_First_Names_F_1453=Tina
- Human_First_Names_F_1454=Tonya
- Human_First_Names_F_1455=Tory
- Human_First_Names_F_1456=Tracey
- Human_First_Names_F_1457=Traci
- Human_First_Names_F_1458=Tracy
- Human_First_Names_F_1459=Tricia
- Human_First_Names_F_1460=Trina
- Human_First_Names_F_1461=Tris
- Human_First_Names_F_1462=Trish
- Human_First_Names_F_1463=Trisha
- Human_First_Names_F_1464=Trudy
- Human_First_Names_F_1465=Twyla
- Human_First_Names_F_1466=Tyler
- Human_First_Names_F_1467=Ulla
- Human_First_Names_F_1468=Ursula
- Human_First_Names_F_1469=Vail
- Human_First_Names_F_1470=Valarie
- Human_First_Names_F_1471=Valen
- Human_First_Names_F_1472=Valentine
- Human_First_Names_F_1473=Valerie
- Human_First_Names_F_1474=Vanesa
- Human_First_Names_F_1475=Velma
- Human_First_Names_F_1476=Vendela
- Human_First_Names_F_1477=Vera
- Human_First_Names_F_1478=Veronica
- Human_First_Names_F_1479=Vicki
- Human_First_Names_F_1480=Vickie
- Human_First_Names_F_1481=Vicky
- Human_First_Names_F_1482=Victoria
- Human_First_Names_F_1483=Viktoria
- Human_First_Names_F_1484=Vilma
- Human_First_Names_F_1485=Viola
- Human_First_Names_F_1486=Violet
- Human_First_Names_F_1487=Virginia
- Human_First_Names_F_1488=Vivian
- Human_First_Names_F_1489=Wanda
- Human_First_Names_F_1490=Wendi
- Human_First_Names_F_1491=Wendy
- Human_First_Names_F_1492=Whitney
- Human_First_Names_F_1493=Willow
- Human_First_Names_F_1494=Wilma
- Human_First_Names_F_1495=Winifred
- Human_First_Names_F_1496=Winnie
- Human_First_Names_F_1497=Wynn
- Human_First_Names_F_1498=Yalonda
- Human_First_Names_F_1499=Yannis
- Human_First_Names_F_1500=Yasmine
- Human_First_Names_F_1501=Yi
- Human_First_Names_F_1502=Ying
- Human_First_Names_F_1503=Yolanda
- Human_First_Names_F_1504=Yuki
- Human_First_Names_F_1505=Yumi
- Human_First_Names_F_1506=Yvette
- Human_First_Names_F_1507=Yvonne
- Human_First_Names_F_1508=Zahra
- Human_First_Names_F_1509=Zaketa
- Human_First_Names_F_1510=Zamari
- Human_First_Names_F_1511=Zanda
- Human_First_Names_F_1512=Zandra
- Human_First_Names_F_1513=Zara
- Human_First_Names_F_1514=Zekera
- Human_First_Names_F_1515=Zena
- Human_First_Names_F_1516=Zima
- Human_First_Names_F_1517=Zoe
- Human_First_Names_F_1518=Zora
- Human_First_Names_F_1519=Zorana
- Human_First_Names_F_1520=Zuleika
- Human_First_Names_M_0001=Aadi
- Human_First_Names_M_0002=Aarav
- Human_First_Names_M_0003=Aaron
- Human_First_Names_M_0004=Aban
- Human_First_Names_M_0005=Abasi
- Human_First_Names_M_0006=Abbas
- Human_First_Names_M_0007=Abdul
- Human_First_Names_M_0008=Abe
- Human_First_Names_M_0009=Abel
- Human_First_Names_M_0010=Abraham
- Human_First_Names_M_0011=Abram
- Human_First_Names_M_0012=Adam
- Human_First_Names_M_0013=Adamo
- Human_First_Names_M_0014=Adan
- Human_First_Names_M_0015=Addae
- Human_First_Names_M_0016=Addi
- Human_First_Names_M_0017=Ade
- Human_First_Names_M_0018=Adil
- Human_First_Names_M_0019=Adolfo
- Human_First_Names_M_0020=Adovardo
- Human_First_Names_M_0021=Adrian
- Human_First_Names_M_0022=Afram
- Human_First_Names_M_0023=Agnolo
- Human_First_Names_M_0024=Agostino
- Human_First_Names_M_0025=Ahmad
- Human_First_Names_M_0026=Ahmed
- Human_First_Names_M_0027=Akaar
- Human_First_Names_M_0028=Akahito
- Human_First_Names_M_0029=Akash
- Human_First_Names_M_0030=Akello
- Human_First_Names_M_0031=Akeno
- Human_First_Names_M_0032=Aki
- Human_First_Names_M_0033=Akihiro
- Human_First_Names_M_0034=Akihisa
- Human_First_Names_M_0035=Akihito
- Human_First_Names_M_0036=Akikazu
- Human_First_Names_M_0037=Akinari
- Human_First_Names_M_0038=Akinori
- Human_First_Names_M_0039=Akio
- Human_First_Names_M_0040=Akira
- Human_First_Names_M_0041=Akoni
- Human_First_Names_M_0042=Aksel
- Human_First_Names_M_0043=Al
- Human_First_Names_M_0044=Alamanno
- Human_First_Names_M_0045=Alan
- Human_First_Names_M_0046=Albert
- Human_First_Names_M_0047=Alberto
- Human_First_Names_M_0048=Albizzo
- Human_First_Names_M_0049=Alden
- Human_First_Names_M_0050=Aldo
- Human_First_Names_M_0051=Alec
- Human_First_Names_M_0052=Aleix
- Human_First_Names_M_0053=Alejandro
- Human_First_Names_M_0054=Alerion
- Human_First_Names_M_0055=Alessandro
- Human_First_Names_M_0056=Alesso
- Human_First_Names_M_0057=Alex
- Human_First_Names_M_0058=Alexander
- Human_First_Names_M_0059=Alexei
- Human_First_Names_M_0060=Alezan
- Human_First_Names_M_0061=Alfonso
- Human_First_Names_M_0062=Alfonzo
- Human_First_Names_M_0063=Alfred
- Human_First_Names_M_0064=Alfredo
- Human_First_Names_M_0065=Ali
- Human_First_Names_M_0066=Alin
- Human_First_Names_M_0067=Allan
- Human_First_Names_M_0068=Allen
- Human_First_Names_M_0069=Alonso
- Human_First_Names_M_0070=Alonzo
- Human_First_Names_M_0071=Alphonso
- Human_First_Names_M_0072=Alton
- Human_First_Names_M_0073=Alva
- Human_First_Names_M_0074=Alvaro
- Human_First_Names_M_0075=Alvin
- Human_First_Names_M_0076=Alyas
- Human_First_Names_M_0077=Amado
- Human_First_Names_M_0078=Aman
- Human_First_Names_M_0079=Amandev
- Human_First_Names_M_0080=Amani
- Human_First_Names_M_0081=Amida
- Human_First_Names_M_0082=Amin
- Human_First_Names_M_0083=Amir
- Human_First_Names_M_0084=Amish
- Human_First_Names_M_0085=Amos
- Human_First_Names_M_0086=Ampelio
- Human_First_Names_M_0087=Amrit
- Human_First_Names_M_0088=Amund
- Human_First_Names_M_0089=An
- Human_First_Names_M_0090=Anatoly
- Human_First_Names_M_0091=Ancil
- Human_First_Names_M_0092=Ander
- Human_First_Names_M_0093=Anders
- Human_First_Names_M_0094=Anderson
- Human_First_Names_M_0095=Andor
- Human_First_Names_M_0096=Andre
- Human_First_Names_M_0097=Andrea
- Human_First_Names_M_0098=Andrei
- Human_First_Names_M_0099=Andres
- Human_First_Names_M_0100=Andrew
- Human_First_Names_M_0101=Andy
- Human_First_Names_M_0102=Anella
- Human_First_Names_M_0103=Angel
- Human_First_Names_M_0104=Angelo
- Human_First_Names_M_0105=Angorit
- Human_First_Names_M_0106=Anibal
- Human_First_Names_M_0107=Anichino
- Human_First_Names_M_0108=Anis
- Human_First_Names_M_0109=Ankoma
- Human_First_Names_M_0110=Ansari
- Human_First_Names_M_0111=Anson
- Human_First_Names_M_0112=Anthony
- Human_First_Names_M_0113=Antoine
- Human_First_Names_M_0114=Anton
- Human_First_Names_M_0115=Antonio
- Human_First_Names_M_0116=Antony
- Human_First_Names_M_0117=Antwan
- Human_First_Names_M_0118=Apollo
- Human_First_Names_M_0119=Aran
- Human_First_Names_M_0120=Arata
- Human_First_Names_M_0121=Archie
- Human_First_Names_M_0122=Aren
- Human_First_Names_M_0123=Ariel
- Human_First_Names_M_0124=Aritomo
- Human_First_Names_M_0125=Arkin
- Human_First_Names_M_0126=Armaan
- Human_First_Names_M_0127=Armand
- Human_First_Names_M_0128=Armando
- Human_First_Names_M_0129=Arnold
- Human_First_Names_M_0130=Arron
- Human_First_Names_M_0131=Art
- Human_First_Names_M_0132=Arthur
- Human_First_Names_M_0133=Artur
- Human_First_Names_M_0134=Arturo
- Human_First_Names_M_0135=Arun
- Human_First_Names_M_0136=Asad
- Human_First_Names_M_0137=Asadel
- Human_First_Names_M_0138=Ashley
- Human_First_Names_M_0139=Ashraf
- Human_First_Names_M_0140=Asier
- Human_First_Names_M_0141=Asim
- Human_First_Names_M_0142=Askel
- Human_First_Names_M_0143=Atieno
- Human_First_Names_M_0144=Aubrey
- Human_First_Names_M_0145=Audun
- Human_First_Names_M_0146=August
- Human_First_Names_M_0147=Augustine
- Human_First_Names_M_0148=Augustus
- Human_First_Names_M_0149=Austin
- Human_First_Names_M_0150=Averardo
- Human_First_Names_M_0151=Averill
- Human_First_Names_M_0152=Avery
- Human_First_Names_M_0153=Axel
- Human_First_Names_M_0154=Ayinde
- Human_First_Names_M_0155=Azizi
- Human_First_Names_M_0156=Azmera
- Human_First_Names_M_0157=Badi
- Human_First_Names_M_0158=Badri
- Human_First_Names_M_0159=Badru
- Human_First_Names_M_0160=Badu
- Human_First_Names_M_0161=Bae
- Human_First_Names_M_0162=Bagamba
- Human_First_Names_M_0163=Bahij
- Human_First_Names_M_0164=Bahir
- Human_First_Names_M_0165=Baiko
- Human_First_Names_M_0166=Bailey
- Human_First_Names_M_0167=Bakari
- Human_First_Names_M_0168=Bakri
- Human_First_Names_M_0169=Balan
- Human_First_Names_M_0170=Bali
- Human_First_Names_M_0171=Baligh
- Human_First_Names_M_0172=Banco
- Human_First_Names_M_0173=Bandar
- Human_First_Names_M_0174=Bandele
- Human_First_Names_M_0175=Baptiste
- Human_First_Names_M_0176=Barakah
- Human_First_Names_M_0177=Baran
- Human_First_Names_M_0178=Bard
- Human_First_Names_M_0179=Bardo
- Human_First_Names_M_0180=Barir
- Human_First_Names_M_0181=Barnard
- Human_First_Names_M_0182=Barney
- Human_First_Names_M_0183=Barone
- Human_First_Names_M_0184=Barry
- Human_First_Names_M_0185=Bart
- Human_First_Names_M_0186=Barton
- Human_First_Names_M_0187=Barun
- Human_First_Names_M_0188=Bashir
- Human_First_Names_M_0189=Basho
- Human_First_Names_M_0190=Basil
- Human_First_Names_M_0191=Basim
- Human_First_Names_M_0192=Baste
- Human_First_Names_M_0193=Bastien
- Human_First_Names_M_0194=Battista
- Human_First_Names_M_0195=Bayana
- Human_First_Names_M_0196=Bayani
- Human_First_Names_M_0197=Bayhas
- Human_First_Names_M_0198=Baylee
- Human_First_Names_M_0199=Beale
- Human_First_Names_M_0200=Beau
- Human_First_Names_M_0201=Beaumont
- Human_First_Names_M_0202=Beauregard
- Human_First_Names_M_0203=Bellamy
- Human_First_Names_M_0204=Ben
- Human_First_Names_M_0205=Benedetto
- Human_First_Names_M_0206=Benedict
- Human_First_Names_M_0207=Benino
- Human_First_Names_M_0208=Benito
- Human_First_Names_M_0209=Benjamin
- Human_First_Names_M_0210=Benjiro
- Human_First_Names_M_0211=Benkei
- Human_First_Names_M_0212=Bennett
- Human_First_Names_M_0213=Bennie
- Human_First_Names_M_0214=Benny
- Human_First_Names_M_0215=Beppe
- Human_First_Names_M_0216=Berger
- Human_First_Names_M_0217=Bernaba
- Human_First_Names_M_0218=Bernard
- Human_First_Names_M_0219=Bernardo
- Human_First_Names_M_0220=Bernie
- Human_First_Names_M_0221=Berry
- Human_First_Names_M_0222=Bert
- Human_First_Names_M_0223=Bertino
- Human_First_Names_M_0224=Berto
- Human_First_Names_M_0225=Bettino
- Human_First_Names_M_0226=Betto
- Human_First_Names_M_0227=Bhagwan
- Human_First_Names_M_0228=Bhuvik
- Human_First_Names_M_0229=Biagio
- Human_First_Names_M_0230=Bianco
- Human_First_Names_M_0231=Biel
- Human_First_Names_M_0232=Bilal
- Human_First_Names_M_0233=Bill
- Human_First_Names_M_0234=Billie
- Human_First_Names_M_0235=Billy
- Human_First_Names_M_0236=Bindo
- Human_First_Names_M_0237=Bing
- Human_First_Names_M_0238=Bình
- Human_First_Names_M_0239=Bir
- Human_First_Names_M_0240=Bishr
- Human_First_Names_M_0241=Bjorn
- Human_First_Names_M_0242=Blaine
- Human_First_Names_M_0243=Blair
- Human_First_Names_M_0244=Blaize
- Human_First_Names_M_0245=Blake
- Human_First_Names_M_0246=Bob
- Human_First_Names_M_0247=Bobbie
- Human_First_Names_M_0248=Bobby
- Human_First_Names_M_0249=Bogdan
- Human_First_Names_M_0250=Bojing
- Human_First_Names_M_0251=Bokkai
- Human_First_Names_M_0252=Bonino
- Human_First_Names_M_0253=Bono
- Human_First_Names_M_0254=Bonsi
- Human_First_Names_M_0255=Booker
- Human_First_Names_M_0256=Boris
- Human_First_Names_M_0257=Botan
- Human_First_Names_M_0258=Bourey
- Human_First_Names_M_0259=Boyce
- Human_First_Names_M_0260=Boyd
- Human_First_Names_M_0261=Brad
- Human_First_Names_M_0262=Bradford
- Human_First_Names_M_0263=Bradley
- Human_First_Names_M_0264=Bradly
- Human_First_Names_M_0265=Brady
- Human_First_Names_M_0266=Braj
- Human_First_Names_M_0267=Branden
- Human_First_Names_M_0268=Brandon
- Human_First_Names_M_0269=Brant
- Human_First_Names_M_0270=Brayan
- Human_First_Names_M_0271=Brede
- Human_First_Names_M_0272=Brendan
- Human_First_Names_M_0273=Brendon
- Human_First_Names_M_0274=Brent
- Human_First_Names_M_0275=Brenton
- Human_First_Names_M_0276=Bret
- Human_First_Names_M_0277=Brett
- Human_First_Names_M_0278=Brian
- Human_First_Names_M_0279=Brice
- Human_First_Names_M_0280=Brock
- Human_First_Names_M_0281=Broderick
- Human_First_Names_M_0282=Bron
- Human_First_Names_M_0283=Brooks
- Human_First_Names_M_0284=Bruce
- Human_First_Names_M_0285=Brunelle
- Human_First_Names_M_0286=Bruno
- Human_First_Names_M_0287=Bryan
- Human_First_Names_M_0288=Bryant
- Human_First_Names_M_0289=Bryce
- Human_First_Names_M_0290=Bryon
- Human_First_Names_M_0291=Brys
- Human_First_Names_M_0292=Brysen
- Human_First_Names_M_0293=Buccio
- Human_First_Names_M_0294=Bud
- Human_First_Names_M_0295=Buddy
- Human_First_Names_M_0296=Buford
- Human_First_Names_M_0297=Bunzo
- Human_First_Names_M_0298=Burcet
- Human_First_Names_M_0299=Burl
- Human_First_Names_M_0300=Burnell
- Human_First_Names_M_0301=Burrell
- Human_First_Names_M_0302=Burt
- Human_First_Names_M_0303=Burton
- Human_First_Names_M_0304=Buto
- Human_First_Names_M_0305=Byron
- Human_First_Names_M_0306=Caleb
- Human_First_Names_M_0307=Calix
- Human_First_Names_M_0308=Calvin
- Human_First_Names_M_0309=Cambino
- Human_First_Names_M_0310=Cambio
- Human_First_Names_M_0311=Cameron
- Human_First_Names_M_0312=Camilo
- Human_First_Names_M_0313=Camryn
- Human_First_Names_M_0314=Canaan
- Human_First_Names_M_0315=Carden
- Human_First_Names_M_0316=Carey
- Human_First_Names_M_0317=Carl
- Human_First_Names_M_0318=Carlo
- Human_First_Names_M_0319=Carlos
- Human_First_Names_M_0320=Carlton
- Human_First_Names_M_0321=Carmelo
- Human_First_Names_M_0322=Carmen
- Human_First_Names_M_0323=Carmine
- Human_First_Names_M_0324=Carol
- Human_First_Names_M_0325=Carroll
- Human_First_Names_M_0326=Carson
- Human_First_Names_M_0327=Carter
- Human_First_Names_M_0328=Cary
- Human_First_Names_M_0329=Casey
- Human_First_Names_M_0330=Castello
- Human_First_Names_M_0331=Castiel
- Human_First_Names_M_0332=Cavell
- Human_First_Names_M_0333=Cecco
- Human_First_Names_M_0334=Cecil
- Human_First_Names_M_0335=Cedric
- Human_First_Names_M_0336=Cemal
- Human_First_Names_M_0337=Cenni
- Human_First_Names_M_0338=Cesar
- Human_First_Names_M_0339=Chace
- Human_First_Names_M_0340=Chad
- Human_First_Names_M_0341=Chadwick
- Human_First_Names_M_0342=Chakir
- Human_First_Names_M_0343=Chance
- Human_First_Names_M_0344=Chang
- Human_First_Names_M_0345=Changpu
- Human_First_Names_M_0346=Chanler
- Human_First_Names_M_0347=Chante
- Human_First_Names_M_0348=Chappel
- Human_First_Names_M_0349=Charles
- Human_First_Names_M_0350=Charley
- Human_First_Names_M_0351=Charlie
- Human_First_Names_M_0352=Chase
- Human_First_Names_M_0353=Chasen
- Human_First_Names_M_0354=Chason
- Human_First_Names_M_0355=Chauncey
- Human_First_Names_M_0356=Chemin
- Human_First_Names_M_0357=Chen
- Human_First_Names_M_0358=Chene
- Human_First_Names_M_0359=Cheng
- Human_First_Names_M_0360=Chester
- Human_First_Names_M_0361=Chet
- Human_First_Names_M_0362=Chevalier
- Human_First_Names_M_0363=Cheyne
- Human_First_Names_M_0364=Chi
- Human_First_Names_M_0365=Chiaro
- Human_First_Names_M_0366=Chikao
- Human_First_Names_M_0367=Chiko
- Human_First_Names_M_0368=Chimenti
- Human_First_Names_M_0369=Chin
- Human_First_Names_M_0370=Chinan
- Human_First_Names_M_0371=Chintak
- Human_First_Names_M_0372=Chioke
- Human_First_Names_M_0373=Chitundu
- Human_First_Names_M_0374=Cho
- Human_First_Names_M_0375=Chomei
- Human_First_Names_M_0376=Chris
- Human_First_Names_M_0377=Christian
- Human_First_Names_M_0378=Christopher
- Human_First_Names_M_0379=Chuanli
- Human_First_Names_M_0380=Chuck
- Human_First_Names_M_0381=Chuichi
- Human_First_Names_M_0382=Chung
- Human_First_Names_M_0383=Cino
- Human_First_Names_M_0384=Clarence
- Human_First_Names_M_0385=Clark
- Human_First_Names_M_0386=Claude
- Human_First_Names_M_0387=Clay
- Human_First_Names_M_0388=Clayton
- Human_First_Names_M_0389=Clemence
- Human_First_Names_M_0390=Clement
- Human_First_Names_M_0391=Cleo
- Human_First_Names_M_0392=Cleveland
- Human_First_Names_M_0393=Cliff
- Human_First_Names_M_0394=Clifford
- Human_First_Names_M_0395=Clifton
- Human_First_Names_M_0396=Clint
- Human_First_Names_M_0397=Clinton
- Human_First_Names_M_0398=Clyde
- Human_First_Names_M_0399=Cody
- Human_First_Names_M_0400=Coffie
- Human_First_Names_M_0401=Colby
- Human_First_Names_M_0402=Cole
- Human_First_Names_M_0403=Coleman
- Human_First_Names_M_0404=Colin
- Human_First_Names_M_0405=Collin
- Human_First_Names_M_0406=Cong
- Human_First_Names_M_0407=Connie
- Human_First_Names_M_0408=Conrad
- Human_First_Names_M_0409=Constantine
- Human_First_Names_M_0410=Coral
- Human_First_Names_M_0411=Corban
- Human_First_Names_M_0412=Corbin
- Human_First_Names_M_0413=Corey
- Human_First_Names_M_0414=Cornelius
- Human_First_Names_M_0415=Cornell
- Human_First_Names_M_0416=Corrado
- Human_First_Names_M_0417=Corso
- Human_First_Names_M_0418=Cort
- Human_First_Names_M_0419=Cory
- Human_First_Names_M_0420=Cosmin
- Human_First_Names_M_0421=Coty
- Human_First_Names_M_0422=Courtney
- Human_First_Names_M_0423=Craig
- Human_First_Names_M_0424=Cristian
- Human_First_Names_M_0425=Cristofano
- Human_First_Names_M_0426=Cristopher
- Human_First_Names_M_0427=Cruz
- Human_First_Names_M_0428=Curt
- Human_First_Names_M_0429=Curtis
- Human_First_Names_M_0430=Cygne
- Human_First_Names_M_0431=Cyril
- Human_First_Names_M_0432=Cyrus
- Human_First_Names_M_0433=Dabir
- Human_First_Names_M_0434=Dae
- Human_First_Names_M_0435=Dag
- Human_First_Names_M_0436=Dahak
- Human_First_Names_M_0437=Dai
- Human_First_Names_M_0438=Daiki
- Human_First_Names_M_0439=Daisetsu
- Human_First_Names_M_0440=Daisuke
- Human_First_Names_M_0441=Dale
- Human_First_Names_M_0442=Dallas
- Human_First_Names_M_0443=Dalton
- Human_First_Names_M_0444=Damian
- Human_First_Names_M_0445=Damien
- Human_First_Names_M_0446=Damion
- Human_First_Names_M_0447=Damon
- Human_First_Names_M_0448=Dan
- Human_First_Names_M_0449=Dandre
- Human_First_Names_M_0450=Dane
- Human_First_Names_M_0451=Daniel
- Human_First_Names_M_0452=Daniello
- Human_First_Names_M_0453=Danjuro
- Human_First_Names_M_0454=Danladi
- Human_First_Names_M_0455=Dannie
- Human_First_Names_M_0456=Danno
- Human_First_Names_M_0457=Danny
- Human_First_Names_M_0458=Dante
- Human_First_Names_M_0459=Dara
- Human_First_Names_M_0460=Darby
- Human_First_Names_M_0461=Daren
- Human_First_Names_M_0462=Dariel
- Human_First_Names_M_0463=Darien
- Human_First_Names_M_0464=Darin
- Human_First_Names_M_0465=Dario
- Human_First_Names_M_0466=Darius
- Human_First_Names_M_0467=Darl
- Human_First_Names_M_0468=Darnell
- Human_First_Names_M_0469=Darrel
- Human_First_Names_M_0470=Darrell
- Human_First_Names_M_0471=Darren
- Human_First_Names_M_0472=Darrin
- Human_First_Names_M_0473=Darryl
- Human_First_Names_M_0474=Darshal
- Human_First_Names_M_0475=Darwin
- Human_First_Names_M_0476=Darwish
- Human_First_Names_M_0477=Daryl
- Human_First_Names_M_0478=Daudi
- Human_First_Names_M_0479=Dave
- Human_First_Names_M_0480=Davet
- Human_First_Names_M_0481=David
- Human_First_Names_M_0482=Davie
- Human_First_Names_M_0483=Davin
- Human_First_Names_M_0484=Davis
- Human_First_Names_M_0485=Davon
- Human_First_Names_M_0486=Davy
- Human_First_Names_M_0487=Dawit
- Human_First_Names_M_0488=Dawud
- Human_First_Names_M_0489=Dax
- Human_First_Names_M_0490=Daxesh
- Human_First_Names_M_0491=Dayo
- Human_First_Names_M_0492=Dayu
- Human_First_Names_M_0493=Dean
- Human_First_Names_M_0494=Deandre
- Human_First_Names_M_0495=Decha
- Human_First_Names_M_0496=Dee
- Human_First_Names_M_0497=Deegan
- Human_First_Names_M_0498=Deepesh
- Human_First_Names_M_0499=Deg
- Human_First_Names_M_0500=Dego
- Human_First_Names_M_0501=Delice
- Human_First_Names_M_0502=Delmar
- Human_First_Names_M_0503=Delmer
- Human_First_Names_M_0504=Delmon
- Human_First_Names_M_0505=Delun
- Human_First_Names_M_0506=Dembe
- Human_First_Names_M_0507=Demetrius
- Human_First_Names_M_0508=Denbe
- Human_First_Names_M_0509=Denby
- Human_First_Names_M_0510=Denis
- Human_First_Names_M_0511=Deniz
- Human_First_Names_M_0512=Dennis
- Human_First_Names_M_0513=Denny
- Human_First_Names_M_0514=Denver
- Human_First_Names_M_0515=Denzel
- Human_First_Names_M_0516=Deo
- Human_First_Names_M_0517=Deon
- Human_First_Names_M_0518=Derek
- Human_First_Names_M_0519=Derick
- Human_First_Names_M_0520=Derrick
- Human_First_Names_M_0521=Deshi
- Human_First_Names_M_0522=Desmond
- Human_First_Names_M_0523=Destin
- Human_First_Names_M_0524=Dev
- Human_First_Names_M_0525=Devansh
- Human_First_Names_M_0526=Devin
- Human_First_Names_M_0527=Devon
- Human_First_Names_M_0528=Dewayne
- Human_First_Names_M_0529=Dewei
- Human_First_Names_M_0530=Dewey
- Human_First_Names_M_0531=Dewitt
- Human_First_Names_M_0532=Dexter
- Human_First_Names_M_0533=Dhakir
- Human_First_Names_M_0534=Dhakwan
- Human_First_Names_M_0535=Dhilan
- Human_First_Names_M_0536=Dhven
- Human_First_Names_M_0537=Diedi
- Human_First_Names_M_0538=Diego
- Human_First_Names_M_0539=Dillon
- Human_First_Names_M_0540=Dinkar
- Human_First_Names_M_0541=Dino
- Human_First_Names_M_0542=Dion
- Human_First_Names_M_0543=Dirar
- Human_First_Names_M_0544=Dirk
- Human_First_Names_M_0545=Disai
- Human_First_Names_M_0546=Divit
- Human_First_Names_M_0547=Dmitry
- Human_First_Names_M_0548=Doffo
- Human_First_Names_M_0549=Doi
- Human_First_Names_M_0550=Domenico
- Human_First_Names_M_0551=Domingo
- Human_First_Names_M_0552=Dominic
- Human_First_Names_M_0553=Dominick
- Human_First_Names_M_0554=Don
- Human_First_Names_M_0555=Donald
- Human_First_Names_M_0556=Donalt
- Human_First_Names_M_0557=Donatien
- Human_First_Names_M_0558=Donato
- Human_First_Names_M_0559=Donn
- Human_First_Names_M_0560=Donnell
- Human_First_Names_M_0561=Donnie
- Human_First_Names_M_0562=Donnino
- Human_First_Names_M_0563=Donny
- Human_First_Names_M_0564=Donovan
- Human_First_Names_M_0565=Doppo
- Human_First_Names_M_0566=Dorian
- Human_First_Names_M_0567=Doug
- Human_First_Names_M_0568=Douglas
- Human_First_Names_M_0569=Doyle
- Human_First_Names_M_0570=Drago
- Human_First_Names_M_0571=Dreng
- Human_First_Names_M_0572=Drew
- Human_First_Names_M_0573=Du
- Human_First_Names_M_0574=Duane
- Human_First_Names_M_0575=Duccio
- Human_First_Names_M_0576=Dudley
- Human_First_Names_M_0577=Duke
- Human_First_Names_M_0578=Dulana
- Human_First_Names_M_0579=Dulani
- Human_First_Names_M_0580=Dumaka
- Human_First_Names_M_0581=Dumitru
- Human_First_Names_M_0582=Duncan
- Human_First_Names_M_0583=Dunham
- Human_First_Names_M_0584=Dustin
- Human_First_Names_M_0585=Dusty
- Human_First_Names_M_0586=Dwayne
- Human_First_Names_M_0587=Dwight
- Human_First_Names_M_0588=Dylan
- Human_First_Names_M_0589=Earl
- Human_First_Names_M_0590=Earle
- Human_First_Names_M_0591=Earnest
- Human_First_Names_M_0592=Ebizo
- Human_First_Names_M_0593=Ed
- Human_First_Names_M_0594=Eddie
- Human_First_Names_M_0595=Eddy
- Human_First_Names_M_0596=Edgar
- Human_First_Names_M_0597=Edmond
- Human_First_Names_M_0598=Edmund
- Human_First_Names_M_0599=Eduard
- Human_First_Names_M_0600=Eduardo
- Human_First_Names_M_0601=Edward
- Human_First_Names_M_0602=Edwin
- Human_First_Names_M_0603=Efren
- Human_First_Names_M_0604=Egil
- Human_First_Names_M_0605=Eichi
- Human_First_Names_M_0606=Eichiro
- Human_First_Names_M_0607=Eien
- Human_First_Names_M_0608=Eiji
- Human_First_Names_M_0609=Eijiro
- Human_First_Names_M_0610=Einar
- Human_First_Names_M_0611=Eirik
- Human_First_Names_M_0612=Eisaku
- Human_First_Names_M_0613=Eisen
- Human_First_Names_M_0614=Eishi
- Human_First_Names_M_0615=Eisuke
- Human_First_Names_M_0616=Eita
- Human_First_Names_M_0617=Eitoku
- Human_First_Names_M_0618=Eizan
- Human_First_Names_M_0619=Eizo
- Human_First_Names_M_0620=Ekagra
- Human_First_Names_M_0621=Ekiken
- Human_First_Names_M_0622=Ekundayo
- Human_First_Names_M_0623=Elbert
- Human_First_Names_M_0624=Eldon
- Human_First_Names_M_0625=Elewa
- Human_First_Names_M_0626=Eli
- Human_First_Names_M_0627=Elias
- Human_First_Names_M_0628=Elijah
- Human_First_Names_M_0629=Eliott
- Human_First_Names_M_0630=Eliseo
- Human_First_Names_M_0631=Elliot
- Human_First_Names_M_0632=Elliott
- Human_First_Names_M_0633=Ellis
- Human_First_Names_M_0634=Elmer
- Human_First_Names_M_0635=Elmo
- Human_First_Names_M_0636=Elon
- Human_First_Names_M_0637=Eloy
- Human_First_Names_M_0638=Elroy
- Human_First_Names_M_0639=Elton
- Human_First_Names_M_0640=Elvin
- Human_First_Names_M_0641=Elvis
- Human_First_Names_M_0642=Elwood
- Human_First_Names_M_0643=Emanuel
- Human_First_Names_M_0644=Emerson
- Human_First_Names_M_0645=Emery
- Human_First_Names_M_0646=Emil
- Human_First_Names_M_0647=Emile
- Human_First_Names_M_0648=Emilio
- Human_First_Names_M_0649=Emir
- Human_First_Names_M_0650=Emmanuel
- Human_First_Names_M_0651=Emmett
- Human_First_Names_M_0652=Emory
- Human_First_Names_M_0653=Enani
- Human_First_Names_M_0654=Enrique
- Human_First_Names_M_0655=Enzo
- Human_First_Names_M_0656=Eric
- Human_First_Names_M_0657=Erik
- Human_First_Names_M_0658=Erin
- Human_First_Names_M_0659=Erlend
- Human_First_Names_M_0660=Erling
- Human_First_Names_M_0661=Ernest
- Human_First_Names_M_0662=Ernesto
- Human_First_Names_M_0663=Ernie
- Human_First_Names_M_0664=Errol
- Human_First_Names_M_0665=Ervin
- Human_First_Names_M_0666=Erwan
- Human_First_Names_M_0667=Erwin
- Human_First_Names_M_0668=Eshan
- Human_First_Names_M_0669=Eskil
- Human_First_Names_M_0670=Espen
- Human_First_Names_M_0671=Essien
- Human_First_Names_M_0672=Esteban
- Human_First_Names_M_0673=Etalon
- Human_First_Names_M_0674=Ethan
- Human_First_Names_M_0675=Etsuya
- Human_First_Names_M_0676=Eugene
- Human_First_Names_M_0677=Eui
- Human_First_Names_M_0678=Evan
- Human_First_Names_M_0679=Everett
- Human_First_Names_M_0680=Evgeny
- Human_First_Names_M_0681=Ezra
- Human_First_Names_M_0682=Fa
- Human_First_Names_M_0683=Fabian
- Human_First_Names_M_0684=Fabron
- Human_First_Names_M_0685=Fadi
- Human_First_Names_M_0686=Fadil
- Human_First_Names_M_0687=Fahad
- Human_First_Names_M_0688=Fai
- Human_First_Names_M_0689=Faiyaz
- Human_First_Names_M_0690=Fakhir
- Human_First_Names_M_0691=Fakih
- Human_First_Names_M_0692=Falih
- Human_First_Names_M_0693=Faraj
- Human_First_Names_M_0694=Fareeq
- Human_First_Names_M_0695=Farhan
- Human_First_Names_M_0696=Farid
- Human_First_Names_M_0697=Fariji
- Human_First_Names_M_0698=Farook
- Human_First_Names_M_0699=Fathi
- Human_First_Names_M_0700=Fatik
- Human_First_Names_M_0701=Fede
- Human_First_Names_M_0702=Federico
- Human_First_Names_M_0703=Felice
- Human_First_Names_M_0704=Felipe
- Human_First_Names_M_0705=Felix
- Human_First_Names_M_0706=Feng
- Human_First_Names_M_0707=Feo
- Human_First_Names_M_0708=Ferdinand
- Human_First_Names_M_0709=Fernando
- Human_First_Names_M_0710=Ferran
- Human_First_Names_M_0711=Fida
- Human_First_Names_M_0712=Fidel
- Human_First_Names_M_0713=Fikri
- Human_First_Names_M_0714=Filbert
- Human_First_Names_M_0715=Filip
- Human_First_Names_M_0716=Finn
- Human_First_Names_M_0717=Fletcher
- Human_First_Names_M_0718=Florent
- Human_First_Names_M_0719=Florian
- Human_First_Names_M_0720=Florin
- Human_First_Names_M_0721=Floyd
- Human_First_Names_M_0722=Fontaine
- Human_First_Names_M_0723=Forest
- Human_First_Names_M_0724=Forrest
- Human_First_Names_M_0725=Fortune
- Human_First_Names_M_0726=Foster
- Human_First_Names_M_0727=Frances
- Human_First_Names_M_0728=Francis
- Human_First_Names_M_0729=Francisco
- Human_First_Names_M_0730=Franco
- Human_First_Names_M_0731=Frank
- Human_First_Names_M_0732=Frankie
- Human_First_Names_M_0733=Franklin
- Human_First_Names_M_0734=Frans
- Human_First_Names_M_0735=Fraser
- Human_First_Names_M_0736=Fred
- Human_First_Names_M_0737=Freddie
- Human_First_Names_M_0738=Freddy
- Human_First_Names_M_0739=Frederic
- Human_First_Names_M_0740=Frederick
- Human_First_Names_M_0741=Fredric
- Human_First_Names_M_0742=Fredrick
- Human_First_Names_M_0743=Fredrik
- Human_First_Names_M_0744=Freeman
- Human_First_Names_M_0745=Fritz
- Human_First_Names_M_0746=Frosino
- Human_First_Names_M_0747=Fudo
- Human_First_Names_M_0748=Fujimaro
- Human_First_Names_M_0749=Fujio
- Human_First_Names_M_0750=Fujita
- Human_First_Names_M_0751=Fumiaki
- Human_First_Names_M_0752=Fumihiko
- Human_First_Names_M_0753=Fumihiro
- Human_First_Names_M_0754=Fumio
- Human_First_Names_M_0755=Fynn
- Human_First_Names_M_0756=Gabbriello
- Human_First_Names_M_0757=Gabin
- Human_First_Names_M_0758=Gabriel
- Human_First_Names_M_0759=Gadil
- Human_First_Names_M_0760=Gael
- Human_First_Names_M_0761=Gage
- Human_First_Names_M_0762=Gaige
- Human_First_Names_M_0763=Gainde
- Human_First_Names_M_0764=Gale
- Human_First_Names_M_0765=Galen
- Human_First_Names_M_0766=Galt
- Human_First_Names_M_0767=Gamali
- Human_First_Names_M_0768=Gaman
- Human_First_Names_M_0769=Gan
- Human_First_Names_M_0770=Ganya
- Human_First_Names_M_0771=Gao
- Human_First_Names_M_0772=Gaousik
- Human_First_Names_M_0773=Garland
- Human_First_Names_M_0774=Garner
- Human_First_Names_M_0775=Garrett
- Human_First_Names_M_0776=Garth
- Human_First_Names_M_0777=Gary
- Human_First_Names_M_0778=Gaston
- Human_First_Names_M_0779=Gauge
- Human_First_Names_M_0780=Gavin
- Human_First_Names_M_0781=Gavriil
- Human_First_Names_M_0782=Geir
- Human_First_Names_M_0783=Gempachi
- Human_First_Names_M_0784=Gen
- Human_First_Names_M_0785=Genaro
- Human_First_Names_M_0786=Gene
- Human_First_Names_M_0787=Genjo
- Human_First_Names_M_0788=Gennai
- Human_First_Names_M_0789=Genpaku
- Human_First_Names_M_0790=Geoffrey
- Human_First_Names_M_0791=George
- Human_First_Names_M_0792=Georgio
- Human_First_Names_M_0793=Gerald
- Human_First_Names_M_0794=Gerard
- Human_First_Names_M_0795=Gerhard
- Human_First_Names_M_0796=Geri
- Human_First_Names_M_0797=Germain
- Human_First_Names_M_0798=Germaine
- Human_First_Names_M_0799=Gerry
- Human_First_Names_M_0800=Gervaise
- Human_First_Names_M_0801=Gezan
- Human_First_Names_M_0802=Ghalib
- Human_First_Names_M_0803=Ghanim
- Human_First_Names_M_0804=Ghassan
- Human_First_Names_M_0805=Ghazi
- Human_First_Names_M_0806=Ghazwan
- Human_First_Names_M_0807=Gihei
- Human_First_Names_M_0808=Gil
- Human_First_Names_M_0809=Gilad
- Human_First_Names_M_0810=Gilbert
- Human_First_Names_M_0811=Giles
- Human_First_Names_M_0812=Gino
- Human_First_Names_M_0813=Giorgio
- Human_First_Names_M_0814=Giovanni
- Human_First_Names_M_0815=Giri
- Human_First_Names_M_0816=Gitan
- Human_First_Names_M_0817=Giuseppe
- Human_First_Names_M_0818=Givon
- Human_First_Names_M_0819=Gleb
- Human_First_Names_M_0820=Glen
- Human_First_Names_M_0821=Glenn
- Human_First_Names_M_0822=Go
- Human_First_Names_M_0823=Goemon
- Human_First_Names_M_0824=Gombei
- Human_First_Names_M_0825=Gonkuro
- Human_First_Names_M_0826=Gonshiro
- Human_First_Names_M_0827=Gonza
- Human_First_Names_M_0828=Gordon
- Human_First_Names_M_0829=Goro
- Human_First_Names_M_0830=Govinda
- Human_First_Names_M_0831=Gowon
- Human_First_Names_M_0832=Grady
- Human_First_Names_M_0833=Graham
- Human_First_Names_M_0834=Grant
- Human_First_Names_M_0835=Greg
- Human_First_Names_M_0836=Gregers
- Human_First_Names_M_0837=Gregg
- Human_First_Names_M_0838=Gregor
- Human_First_Names_M_0839=Gregory
- Human_First_Names_M_0840=Grey
- Human_First_Names_M_0841=Grigory
- Human_First_Names_M_0842=Grover
- Human_First_Names_M_0843=Guang
- Human_First_Names_M_0844=Guangli
- Human_First_Names_M_0845=Guccio
- Human_First_Names_M_0846=Guillermo
- Human_First_Names_M_0847=Guiren
- Human_First_Names_M_0848=Gundeep
- Human_First_Names_M_0849=Guozhi
- Human_First_Names_M_0850=Gus
- Human_First_Names_M_0851=Gustavo
- Human_First_Names_M_0852=Guy
- Human_First_Names_M_0853=Guzman
- Human_First_Names_M_0854=Gyan
- Human_First_Names_M_0855=Gyasi
- Human_First_Names_M_0856=Gyukudo
- Human_First_Names_M_0857=Habbab
- Human_First_Names_M_0858=Habib
- Human_First_Names_M_0859=Hachigoro
- Human_First_Names_M_0860=Hachiro
- Human_First_Names_M_0861=Hadad
- Human_First_Names_M_0862=Hai
- Human_First_Names_M_0863=Haji
- Human_First_Names_M_0864=Hajime
- Human_First_Names_M_0865=Hakim
- Human_First_Names_M_0866=Hakon
- Human_First_Names_M_0867=Hakuseki
- Human_First_Names_M_0868=Hal
- Human_First_Names_M_0869=Halldor
- Human_First_Names_M_0870=Hallvard
- Human_First_Names_M_0871=Halstein
- Human_First_Names_M_0872=Halvard
- Human_First_Names_M_0873=Halvdan
- Human_First_Names_M_0874=Halvor
- Human_First_Names_M_0875=Hamadi
- Human_First_Names_M_0876=Hamal
- Human_First_Names_M_0877=Hamalah
- Human_First_Names_M_0878=Hamid
- Human_First_Names_M_0879=Hanbal
- Human_First_Names_M_0880=Hanif
- Human_First_Names_M_0881=Hank
- Human_First_Names_M_0882=Hannes
- Human_First_Names_M_0883=Hans
- Human_First_Names_M_0884=Hanshiro
- Human_First_Names_M_0885=Harald
- Human_First_Names_M_0886=Harbinder
- Human_First_Names_M_0887=Harlan
- Human_First_Names_M_0888=Harley
- Human_First_Names_M_0889=Harold
- Human_First_Names_M_0890=Harris
- Human_First_Names_M_0891=Harrison
- Human_First_Names_M_0892=Harry
- Human_First_Names_M_0893=Harsh
- Human_First_Names_M_0894=Harshu
- Human_First_Names_M_0895=Haru
- Human_First_Names_M_0896=Haruhiko
- Human_First_Names_M_0897=Haruhiro
- Human_First_Names_M_0898=Haruki
- Human_First_Names_M_0899=Haruko
- Human_First_Names_M_0900=Haruma
- Human_First_Names_M_0901=Harumi
- Human_First_Names_M_0902=Harunobu
- Human_First_Names_M_0903=Haruto
- Human_First_Names_M_0904=Harvey
- Human_First_Names_M_0905=Hasim
- Human_First_Names_M_0906=Hassan
- Human_First_Names_M_0907=Hatim
- Human_First_Names_M_0908=Havard
- Human_First_Names_M_0909=Havelock
- Human_First_Names_M_0910=Hayato
- Human_First_Names_M_0911=Hazim
- Human_First_Names_M_0912=Heath
- Human_First_Names_M_0913=Hector
- Human_First_Names_M_0914=Heiji
- Human_First_Names_M_0915=Heizo
- Human_First_Names_M_0916=Hem
- Human_First_Names_M_0917=Heng
- Human_First_Names_M_0918=Henri
- Human_First_Names_M_0919=Henry
- Human_First_Names_M_0920=Herbert
- Human_First_Names_M_0921=Herman
- Human_First_Names_M_0922=Herschel
- Human_First_Names_M_0923=Hershel
- Human_First_Names_M_0924=Hetal
- Human_First_Names_M_0925=Hibah
- Human_First_Names_M_0926=Hideaki
- Human_First_Names_M_0927=Hidehira
- Human_First_Names_M_0928=Hidekazu
- Human_First_Names_M_0929=Hideki
- Human_First_Names_M_0930=Hideo
- Human_First_Names_M_0931=Hikaru
- Human_First_Names_M_0932=Hilel
- Human_First_Names_M_0933=Hinata
- Human_First_Names_M_0934=Hiram
- Human_First_Names_M_0935=Hiran
- Human_First_Names_M_0936=Hiro
- Human_First_Names_M_0937=Hiroaki
- Human_First_Names_M_0938=Hirokazu
- Human_First_Names_M_0939=Hirokichi
- Human_First_Names_M_0940=Hirokumi
- Human_First_Names_M_0941=Hiromi
- Human_First_Names_M_0942=Hiroshi
- Human_First_Names_M_0943=Hirotaka
- Human_First_Names_M_0944=Hiroto
- Human_First_Names_M_0945=Hiroya
- Human_First_Names_M_0946=Hiroyasu
- Human_First_Names_M_0947=Hiroyuki
- Human_First_Names_M_0948=Hisahsi
- Human_First_Names_M_0949=Hisanobu
- Human_First_Names_M_0950=Hisato
- Human_First_Names_M_0951=Hitomaro
- Human_First_Names_M_0952=Hitoshi
- Human_First_Names_M_0953=Hoc
- Human_First_Names_M_0954=Hogai
- Human_First_Names_M_0955=Hoitsu
- Human_First_Names_M_0956=Hokichi
- Human_First_Names_M_0957=Holland
- Human_First_Names_M_0958=Hollis
- Human_First_Names_M_0959=Hong
- Human_First_Names_M_0960=Honzo
- Human_First_Names_M_0961=Hop
- Human_First_Names_M_0962=Horace
- Human_First_Names_M_0963=Horacio
- Human_First_Names_M_0964=Hoshi
- Human_First_Names_M_0965=Hoshiko
- Human_First_Names_M_0966=Houston
- Human_First_Names_M_0967=Howard
- Human_First_Names_M_0968=Huan
- Human_First_Names_M_0969=Hubert
- Human_First_Names_M_0970=Hugh
- Human_First_Names_M_0971=Hugo
- Human_First_Names_M_0972=Hui
- Human_First_Names_M_0973=Hulin
- Human_First_Names_M_0974=Humberto
- Human_First_Names_M_0975=Hunter
- Human_First_Names_M_0976=Hyun
- Human_First_Names_M_0977=Iacopo
- Human_First_Names_M_0978=Ian
- Human_First_Names_M_0979=Iben
- Human_First_Names_M_0980=Ibrahim
- Human_First_Names_M_0981=Ibuki
- Human_First_Names_M_0982=Ichibei
- Human_First_Names_M_0983=Ichiro
- Human_First_Names_M_0984=Ichiyo
- Human_First_Names_M_0985=Ichizo
- Human_First_Names_M_0986=Ignacio
- Human_First_Names_M_0987=Igor
- Human_First_Names_M_0988=Ihsan
- Human_First_Names_M_0989=Ikemoto
- Human_First_Names_M_0990=Ikku
- Human_First_Names_M_0991=Ilia
- Human_First_Names_M_0992=Ilias
- Human_First_Names_M_0993=Ilom
- Human_First_Names_M_0994=Imasu
- Human_First_Names_M_0995=Immanuel
- Human_First_Names_M_0996=Indus
- Human_First_Names_M_0997=Inejiro
- Human_First_Names_M_0998=Iqbal
- Human_First_Names_M_0999=Ira
- Human_First_Names_M_1000=Irfan
- Human_First_Names_M_1001=Irvin
- Human_First_Names_M_1002=Irving
- Human_First_Names_M_1003=Irwin
- Human_First_Names_M_1004=Irya
- Human_First_Names_M_1005=Isaac
- Human_First_Names_M_1006=Isaiah
- Human_First_Names_M_1007=Isamu
- Human_First_Names_M_1008=Isar
- Human_First_Names_M_1009=Isiah
- Human_First_Names_M_1010=Isidro
- Human_First_Names_M_1011=Ismael
- Human_First_Names_M_1012=Isoshi
- Human_First_Names_M_1013=Issa
- Human_First_Names_M_1014=Issac
- Human_First_Names_M_1015=Itembe
- Human_First_Names_M_1016=Itsuki
- Human_First_Names_M_1017=Ivan
- Human_First_Names_M_1018=Ivar
- Human_First_Names_M_1019=Iwao
- Human_First_Names_M_1020=Iwao
- Human_First_Names_M_1021=Izan
- Human_First_Names_M_1022=Izzy
- Human_First_Names_M_1023=Ja
- Human_First_Names_M_1024=Jabbar
- Human_First_Names_M_1025=Jabir
- Human_First_Names_M_1026=Jack
- Human_First_Names_M_1027=Jackie
- Human_First_Names_M_1028=Jackson
- Human_First_Names_M_1029=Jacob
- Human_First_Names_M_1030=Jacques
- Human_First_Names_M_1031=Jagesh
- Human_First_Names_M_1032=Jahi
- Human_First_Names_M_1033=Jailesh
- Human_First_Names_M_1034=Jaime
- Human_First_Names_M_1035=Jake
- Human_First_Names_M_1036=Jakob
- Human_First_Names_M_1037=Jalal
- Human_First_Names_M_1038=Jaleel
- Human_First_Names_M_1039=Jalil
- Human_First_Names_M_1040=Jamal
- Human_First_Names_M_1041=Jamar
- Human_First_Names_M_1042=Jamel
- Human_First_Names_M_1043=James
- Human_First_Names_M_1044=Jamie
- Human_First_Names_M_1045=Jan
- Human_First_Names_M_1046=Jannik
- Human_First_Names_M_1047=Jannis
- Human_First_Names_M_1048=Janu
- Human_First_Names_M_1049=Janvier
- Human_First_Names_M_1050=Jardan
- Human_First_Names_M_1051=Jared
- Human_First_Names_M_1052=Jarek
- Human_First_Names_M_1053=Jarred
- Human_First_Names_M_1054=Jarrett
- Human_First_Names_M_1055=Jarrod
- Human_First_Names_M_1056=Jarvis
- Human_First_Names_M_1057=Jason
- Human_First_Names_M_1058=Jasper
- Human_First_Names_M_1059=Jata
- Human_First_Names_M_1060=Jatinder
- Human_First_Names_M_1061=Jaul
- Human_First_Names_M_1062=Javier
- Human_First_Names_M_1063=Jay
- Human_First_Names_M_1064=Jaye
- Human_First_Names_M_1065=Jayson
- Human_First_Names_M_1066=Jean
- Human_First_Names_M_1067=Jed
- Human_First_Names_M_1068=Jeff
- Human_First_Names_M_1069=Jefferey
- Human_First_Names_M_1070=Jefferson
- Human_First_Names_M_1071=Jeffery
- Human_First_Names_M_1072=Jeffrey
- Human_First_Names_M_1073=Jeffry
- Human_First_Names_M_1074=Jehan
- Human_First_Names_M_1075=Jemond
- Human_First_Names_M_1076=Jens
- Human_First_Names_M_1077=Jerald
- Human_First_Names_M_1078=Jeremiah
- Human_First_Names_M_1079=Jeremy
- Human_First_Names_M_1080=Jermaine
- Human_First_Names_M_1081=Jerold
- Human_First_Names_M_1082=Jerome
- Human_First_Names_M_1083=Jerrod
- Human_First_Names_M_1084=Jerry
- Human_First_Names_M_1085=Jess
- Human_First_Names_M_1086=Jesse
- Human_First_Names_M_1087=Jessie
- Human_First_Names_M_1088=Jiang
- Human_First_Names_M_1089=Jianyu
- Human_First_Names_M_1090=Jibade
- Human_First_Names_M_1091=Jim
- Human_First_Names_M_1092=Jimmie
- Human_First_Names_M_1093=Jimmy
- Human_First_Names_M_1094=Jin
- Human_First_Names_M_1095=Jing
- Human_First_Names_M_1096=Jinhai
- Human_First_Names_M_1097=Jiro
- Human_First_Names_M_1098=Jo
- Human_First_Names_M_1099=Joaquin
- Human_First_Names_M_1100=Jody
- Human_First_Names_M_1101=Joe
- Human_First_Names_M_1102=Joel
- Human_First_Names_M_1103=Joesph
- Human_First_Names_M_1104=Joey
- Human_First_Names_M_1105=Johann
- Human_First_Names_M_1106=Johannes
- Human_First_Names_M_1107=John
- Human_First_Names_M_1108=Johnathan
- Human_First_Names_M_1109=Johnathon
- Human_First_Names_M_1110=Johnie
- Human_First_Names_M_1111=Johnnie
- Human_First_Names_M_1112=Johnny
- Human_First_Names_M_1113=Joji
- Human_First_Names_M_1114=Jomei
- Human_First_Names_M_1115=Jon
- Human_First_Names_M_1116=Jona
- Human_First_Names_M_1117=Jonah
- Human_First_Names_M_1118=Jonas
- Human_First_Names_M_1119=Jonathan
- Human_First_Names_M_1120=Jonathon
- Human_First_Names_M_1121=Jordan
- Human_First_Names_M_1122=Jordi
- Human_First_Names_M_1123=Jordy
- Human_First_Names_M_1124=Jorge
- Human_First_Names_M_1125=Jorgen
- Human_First_Names_M_1126=Jose
- Human_First_Names_M_1127=Josef
- Human_First_Names_M_1128=Joseph
- Human_First_Names_M_1129=Josh
- Human_First_Names_M_1130=Joshua
- Human_First_Names_M_1131=Josiah
- Human_First_Names_M_1132=Jotaro
- Human_First_Names_M_1133=Juan
- Human_First_Names_M_1134=Judson
- Human_First_Names_M_1135=Jules
- Human_First_Names_M_1136=Julian
- Human_First_Names_M_1137=Julio
- Human_First_Names_M_1138=Juma
- Human_First_Names_M_1139=Jun
- Human_First_Names_M_1140=Junichi
- Human_First_Names_M_1141=Junior
- Human_First_Names_M_1142=Juro
- Human_First_Names_M_1143=Justin
- Human_First_Names_M_1144=Juzo
- Human_First_Names_M_1145=Kabil
- Human_First_Names_M_1146=Kadeen
- Human_First_Names_M_1147=Kadeer
- Human_First_Names_M_1148=Kadin
- Human_First_Names_M_1149=Kadir
- Human_First_Names_M_1150=Kado
- Human_First_Names_M_1151=Kafu
- Human_First_Names_M_1152=Kahil
- Human_First_Names_M_1153=Kaito
- Human_First_Names_M_1154=Kakuzo
- Human_First_Names_M_1155=Kalel
- Human_First_Names_M_1156=Kalesh
- Human_First_Names_M_1157=Kalil
- Human_First_Names_M_1158=Kaliq
- Human_First_Names_M_1159=Kamal
- Human_First_Names_M_1160=Kami
- Human_First_Names_M_1161=Kan
- Human_First_Names_M_1162=Kanbe
- Human_First_Names_M_1163=Kane
- Human_First_Names_M_1164=Kang
- Human_First_Names_M_1165=Kanish
- Human_First_Names_M_1166=Kanjiro
- Human_First_Names_M_1167=Kanko
- Human_First_Names_M_1168=Kano
- Human_First_Names_M_1169=Kansuke
- Human_First_Names_M_1170=Kantaro
- Human_First_Names_M_1171=Kare
- Human_First_Names_M_1172=Kareb
- Human_First_Names_M_1173=Kareem
- Human_First_Names_M_1174=Karif
- Human_First_Names_M_1175=Karim
- Human_First_Names_M_1176=Karl
- Human_First_Names_M_1177=Kaseem
- Human_First_Names_M_1178=Kasem
- Human_First_Names_M_1179=Kasib
- Human_First_Names_M_1180=Kasim
- Human_First_Names_M_1181=Kasozi
- Human_First_Names_M_1182=Kata
- Human_First_Names_M_1183=Katai
- Human_First_Names_M_1184=Katashi
- Human_First_Names_M_1185=Katsu
- Human_First_Names_M_1186=Katsuro
- Human_First_Names_M_1187=Katuramu
- Human_First_Names_M_1188=Katzumi
- Human_First_Names_M_1189=Kave
- Human_First_Names_M_1190=Kavin
- Human_First_Names_M_1191=Kayin
- Human_First_Names_M_1192=Kaz
- Human_First_Names_M_1193=Kazu
- Human_First_Names_M_1194=Kazuhiro
- Human_First_Names_M_1195=Kazuki
- Human_First_Names_M_1196=Kazuma
- Human_First_Names_M_1197=Kedar
- Human_First_Names_M_1198=Kei
- Human_First_Names_M_1199=Keiji
- Human_First_Names_M_1200=Keishi
- Human_First_Names_M_1201=Keisuke
- Human_First_Names_M_1202=Keitaro
- Human_First_Names_M_1203=Keith
- Human_First_Names_M_1204=Keizo
- Human_First_Names_M_1205=Kelly
- Human_First_Names_M_1206=Kelsey
- Human_First_Names_M_1207=Kelvin
- Human_First_Names_M_1208=Ken
- Human_First_Names_M_1209=Kendall
- Human_First_Names_M_1210=Kendrick
- Human_First_Names_M_1211=Kenji
- Human_First_Names_M_1212=Kenjiro
- Human_First_Names_M_1213=Kenko
- Human_First_Names_M_1214=Kenneth
- Human_First_Names_M_1215=Kennith
- Human_First_Names_M_1216=Kenny
- Human_First_Names_M_1217=Kent
- Human_First_Names_M_1218=Kentaro
- Human_First_Names_M_1219=Kenton
- Human_First_Names_M_1220=Kenzan
- Human_First_Names_M_1221=Kenzo
- Human_First_Names_M_1222=Kerry
- Human_First_Names_M_1223=Kesse
- Human_First_Names_M_1224=Keven
- Human_First_Names_M_1225=Kevin
- Human_First_Names_M_1226=Khalil
- Human_First_Names_M_1227=Ki
- Human_First_Names_M_1228=Kichiro
- Human_First_Names_M_1229=Kieth
- Human_First_Names_M_1230=Kigongo
- Human_First_Names_M_1231=Kijuro
- Human_First_Names_M_1232=Kilian
- Human_First_Names_M_1233=Kim
- Human_First_Names_M_1234=Kin
- Human_First_Names_M_1235=Kinji
- Human_First_Names_M_1236=Kinnojo
- Human_First_Names_M_1237=Kintu
- Human_First_Names_M_1238=Kinzo
- Human_First_Names_M_1239=Kip
- Human_First_Names_M_1240=Kirby
- Human_First_Names_M_1241=Kiri
- Human_First_Names_M_1242=Kirk
- Human_First_Names_M_1243=Kisho
- Human_First_Names_M_1244=Kito
- Human_First_Names_M_1245=Kiv
- Human_First_Names_M_1246=Kiyohira
- Human_First_Names_M_1247=Kiyoshi
- Human_First_Names_M_1248=Knute
- Human_First_Names_M_1249=Kobe
- Human_First_Names_M_1250=Kobo
- Human_First_Names_M_1251=Koetsu
- Human_First_Names_M_1252=Kohei
- Human_First_Names_M_1253=Kohen
- Human_First_Names_M_1254=Komea
- Human_First_Names_M_1255=Konyo
- Human_First_Names_M_1256=Korin
- Human_First_Names_M_1257=Kory
- Human_First_Names_M_1258=Kosaku
- Human_First_Names_M_1259=Kosami
- Human_First_Names_M_1260=Koshiro
- Human_First_Names_M_1261=Kota
- Human_First_Names_M_1262=Kotaro
- Human_First_Names_M_1263=Koto
- Human_First_Names_M_1264=Kovan
- Human_First_Names_M_1265=Koyo
- Human_First_Names_M_1266=Kozue
- Human_First_Names_M_1267=Kris
- Human_First_Names_M_1268=Kristian
- Human_First_Names_M_1269=Kristopher
- Human_First_Names_M_1270=Kuma
- Human_First_Names_M_1271=Kunimichi
- Human_First_Names_M_1272=Kunitaro
- Human_First_Names_M_1273=Kuri
- Human_First_Names_M_1274=Kuro
- Human_First_Names_M_1275=Kurt
- Human_First_Names_M_1276=Kurtis
- Human_First_Names_M_1277=Kushanu
- Human_First_Names_M_1278=Kwame
- Human_First_Names_M_1279=Kwan
- Human_First_Names_M_1280=Kyle
- Human_First_Names_M_1281=Kyo
- Human_First_Names_M_1282=Kyoden
- Human_First_Names_M_1283=Kyoji
- Human_First_Names_M_1284=Kyu
- Human_First_Names_M_1285=Kyuichi
- Human_First_Names_M_1286=Kyuso
- Human_First_Names_M_1287=Kyuwa
- Human_First_Names_M_1288=Lado
- Human_First_Names_M_1289=Lafayette
- Human_First_Names_M_1290=Lahar
- Human_First_Names_M_1291=Lamar
- Human_First_Names_M_1292=Lamond
- Human_First_Names_M_1293=Lamont
- Human_First_Names_M_1294=Lance
- Human_First_Names_M_1295=Landis
- Human_First_Names_M_1296=Lando
- Human_First_Names_M_1297=Landon
- Human_First_Names_M_1298=Landry
- Human_First_Names_M_1299=Lane
- Human_First_Names_M_1300=Langston
- Human_First_Names_M_1301=Laniyan
- Human_First_Names_M_1302=Lanny
- Human_First_Names_M_1303=Lao
- Human_First_Names_M_1304=Larenzo
- Human_First_Names_M_1305=Laron
- Human_First_Names_M_1306=Larrimore
- Human_First_Names_M_1307=Larry
- Human_First_Names_M_1308=Lars
- Human_First_Names_M_1309=Lasse
- Human_First_Names_M_1310=Laurence
- Human_First_Names_M_1311=Laurens
- Human_First_Names_M_1312=Laurent
- Human_First_Names_M_1313=Lawrence
- Human_First_Names_M_1314=Layth
- Human_First_Names_M_1315=Lazaro
- Human_First_Names_M_1316=Lee
- Human_First_Names_M_1317=Leggett
- Human_First_Names_M_1318=Lei
- Human_First_Names_M_1319=Leif
- Human_First_Names_M_1320=Leland
- Human_First_Names_M_1321=Lema
- Human_First_Names_M_1322=Lemuel
- Human_First_Names_M_1323=Lenard
- Human_First_Names_M_1324=Lennard
- Human_First_Names_M_1325=Lennox
- Human_First_Names_M_1326=Lenny
- Human_First_Names_M_1327=Leo
- Human_First_Names_M_1328=Leon
- Human_First_Names_M_1329=Leonard
- Human_First_Names_M_1330=Leonardo
- Human_First_Names_M_1331=Leonel
- Human_First_Names_M_1332=Lerenzo
- Human_First_Names_M_1333=Leron
- Human_First_Names_M_1334=Leroy
- Human_First_Names_M_1335=Les
- Human_First_Names_M_1336=Leslie
- Human_First_Names_M_1337=Lester
- Human_First_Names_M_1338=Lev
- Human_First_Names_M_1339=Leverett
- Human_First_Names_M_1340=Levi
- Human_First_Names_M_1341=Levin
- Human_First_Names_M_1342=Lewis
- Human_First_Names_M_1343=Li
- Human_First_Names_M_1344=Liam
- Human_First_Names_M_1345=Lian
- Human_First_Names_M_1346=Liang
- Human_First_Names_M_1347=Lincoln
- Human_First_Names_M_1348=Lindsey
- Human_First_Names_M_1349=Linus
- Human_First_Names_M_1350=Linwood
- Human_First_Names_M_1351=Lionel
- Human_First_Names_M_1352=Liu
- Human_First_Names_M_1353=Lloyd
- Human_First_Names_M_1354=Logan
- Human_First_Names_M_1355=Lokesh
- Human_First_Names_M_1356=Lon
- Human_First_Names_M_1357=Long
- Human_First_Names_M_1358=Longwei
- Human_First_Names_M_1359=Lonnie
- Human_First_Names_M_1360=Loren
- Human_First_Names_M_1361=Lorenzo
- Human_First_Names_M_1362=Loretto
- Human_First_Names_M_1363=Lotto
- Human_First_Names_M_1364=Louie
- Human_First_Names_M_1365=Louis
- Human_First_Names_M_1366=Lowell
- Human_First_Names_M_1367=Loyd
- Human_First_Names_M_1368=Luc
- Human_First_Names_M_1369=Luca
- Human_First_Names_M_1370=Lucas
- Human_First_Names_M_1371=Lucian
- Human_First_Names_M_1372=Lucio
- Human_First_Names_M_1373=Luigi
- Human_First_Names_M_1374=Luis
- Human_First_Names_M_1375=Lukas
- Human_First_Names_M_1376=Luke
- Human_First_Names_M_1377=Luther
- Human_First_Names_M_1378=Lyle
- Human_First_Names_M_1379=Lyman
- Human_First_Names_M_1380=Lynn
- Human_First_Names_M_1381=Maahir
- Human_First_Names_M_1382=Mac
- Human_First_Names_M_1383=Maccio
- Human_First_Names_M_1384=Mace
- Human_First_Names_M_1385=Mack
- Human_First_Names_M_1386=Madan
- Human_First_Names_M_1387=Madani
- Human_First_Names_M_1388=Maffeo
- Human_First_Names_M_1389=Magnar
- Human_First_Names_M_1390=Magnus
- Human_First_Names_M_1391=Magomu
- Human_First_Names_M_1392=Mahdi
- Human_First_Names_M_1393=Mahindra
- Human_First_Names_M_1394=Mahir
- Human_First_Names_M_1395=Mahmud
- Human_First_Names_M_1396=Maison
- Human_First_Names_M_1397=Major
- Human_First_Names_M_1398=Makar
- Human_First_Names_M_1399=Makker
- Human_First_Names_M_1400=Malcolm
- Human_First_Names_M_1401=Malik
- Human_First_Names_M_1402=Malone
- Human_First_Names_M_1403=Mamoru
- Human_First_Names_M_1404=Manabu
- Human_First_Names_M_1405=Manato
- Human_First_Names_M_1406=Manay
- Human_First_Names_M_1407=Manobu
- Human_First_Names_M_1408=Mantel
- Human_First_Names_M_1409=Marat
- Human_First_Names_M_1410=Marc
- Human_First_Names_M_1411=Marcel
- Human_First_Names_M_1412=Marco
- Human_First_Names_M_1413=Marcos
- Human_First_Names_M_1414=Marcus
- Human_First_Names_M_1415=Marian
- Human_First_Names_M_1416=Marid
- Human_First_Names_M_1417=Marino
- Human_First_Names_M_1418=Mario
- Human_First_Names_M_1419=Maris
- Human_First_Names_M_1420=Marius
- Human_First_Names_M_1421=Mark
- Human_First_Names_M_1422=Markis
- Human_First_Names_M_1423=Marlin
- Human_First_Names_M_1424=Marlon
- Human_First_Names_M_1425=Maro
- Human_First_Names_M_1426=Marquise
- Human_First_Names_M_1427=Marshall
- Human_First_Names_M_1428=Marti
- Human_First_Names_M_1429=Martin
- Human_First_Names_M_1430=Marty
- Human_First_Names_M_1431=Marvin
- Human_First_Names_M_1432=Mary
- Human_First_Names_M_1433=Masahiko
- Human_First_Names_M_1434=Masahiro
- Human_First_Names_M_1435=Masakazu
- Human_First_Names_M_1436=Masaki
- Human_First_Names_M_1437=Masaru
- Human_First_Names_M_1438=Masato
- Human_First_Names_M_1439=Mashiro
- Human_First_Names_M_1440=Maslin
- Human_First_Names_M_1441=Mason
- Human_First_Names_M_1442=Masu
- Human_First_Names_M_1443=Masud
- Human_First_Names_M_1444=Matabei
- Human_First_Names_M_1445=Matei
- Human_First_Names_M_1446=Mateo
- Human_First_Names_M_1447=Mathew
- Human_First_Names_M_1448=Mathias
- Human_First_Names_M_1449=Mathieu
- Human_First_Names_M_1450=Matsu
- Human_First_Names_M_1451=Matsuo
- Human_First_Names_M_1452=Matt
- Human_First_Names_M_1453=Matteo
- Human_First_Names_M_1454=Matthew
- Human_First_Names_M_1455=Matthieu
- Human_First_Names_M_1456=Maurice
- Human_First_Names_M_1457=Mauro
- Human_First_Names_M_1458=Max
- Human_First_Names_M_1459=Maxim
- Human_First_Names_M_1460=Maximilian
- Human_First_Names_M_1461=Maxwell
- Human_First_Names_M_1462=Maynard
- Human_First_Names_M_1463=Mayson
- Human_First_Names_M_1464=Mazi
- Human_First_Names_M_1465=Medarno
- Human_First_Names_M_1466=Mehdi
- Human_First_Names_M_1467=Meiji
- Human_First_Names_M_1468=Mel
- Human_First_Names_M_1469=Melvin
- Human_First_Names_M_1470=Merle
- Human_First_Names_M_1471=Merlin
- Human_First_Names_M_1472=Merrill
- Human_First_Names_M_1473=Mervin
- Human_First_Names_M_1474=Micah
- Human_First_Names_M_1475=Michael
- Human_First_Names_M_1476=Micheal
- Human_First_Names_M_1477=Michel
- Human_First_Names_M_1478=Mickey
- Human_First_Names_M_1479=Miguel
- Human_First_Names_M_1480=Mihir
- Human_First_Names_M_1481=Mika
- Human_First_Names_M_1482=Mike
- Human_First_Names_M_1483=Miki
- Human_First_Names_M_1484=Miles
- Human_First_Names_M_1485=Milford
- Human_First_Names_M_1486=Millard
- Human_First_Names_M_1487=Milo
- Human_First_Names_M_1488=Milton
- Human_First_Names_M_1489=Min
- Human_First_Names_M_1490=Ming
- Human_First_Names_M_1491=Minh
- Human_First_Names_M_1492=Mino
- Human_First_Names_M_1493=Minoru
- Human_First_Names_M_1494=Misao
- Human_First_Names_M_1495=Mitch
- Human_First_Names_M_1496=Mitchel
- Human_First_Names_M_1497=Mitchell
- Human_First_Names_M_1498=Mito
- Human_First_Names_M_1499=Mitsuhide
- Human_First_Names_M_1500=Mitsuo
- Human_First_Names_M_1501=Mitul
- Human_First_Names_M_1502=Momoru
- Human_First_Names_M_1503=Monroe
- Human_First_Names_M_1504=Montague
- Human_First_Names_M_1505=Montaro
- Human_First_Names_M_1506=Monte
- Human_First_Names_M_1507=Montgomery
- Human_First_Names_M_1508=Montreal
- Human_First_Names_M_1509=Montrel
- Human_First_Names_M_1510=Monty
- Human_First_Names_M_1511=Monzal
- Human_First_Names_M_1512=Moore
- Human_First_Names_M_1513=Morel
- Human_First_Names_M_1514=Morgan
- Human_First_Names_M_1515=Moritz
- Human_First_Names_M_1516=Morris
- Human_First_Names_M_1517=Mortimer
- Human_First_Names_M_1518=Morty
- Human_First_Names_M_1519=Moses
- Human_First_Names_M_1520=Moyo
- Human_First_Names_M_1521=Munoto
- Human_First_Names_M_1522=Murray
- Human_First_Names_M_1523=Muwanga
- Human_First_Names_M_1524=Mwake
- Human_First_Names_M_1525=Myles
- Human_First_Names_M_1526=Myron
- Human_First_Names_M_1527=Myung
- Human_First_Names_M_1528=Nabeel
- Human_First_Names_M_1529=Nabhan
- Human_First_Names_M_1530=Nadim
- Human_First_Names_M_1531=Nadir
- Human_First_Names_M_1532=Nahid
- Human_First_Names_M_1533=Naizen
- Human_First_Names_M_1534=Najeeb
- Human_First_Names_M_1535=Nakazo
- Human_First_Names_M_1536=Naldo
- Human_First_Names_M_1537=Namboku
- Human_First_Names_M_1538=Namir
- Human_First_Names_M_1539=Nampo
- Human_First_Names_M_1540=Narahiko
- Human_First_Names_M_1541=Nardo
- Human_First_Names_M_1542=Nasib
- Human_First_Names_M_1543=Nasir
- Human_First_Names_M_1544=Nasser
- Human_First_Names_M_1545=Nassor
- Human_First_Names_M_1546=Nathan
- Human_First_Names_M_1547=Nathaniel
- Human_First_Names_M_1548=Natsu
- Human_First_Names_M_1549=Natsume
- Human_First_Names_M_1550=Neal
- Human_First_Names_M_1551=Ned
- Human_First_Names_M_1552=Neil
- Human_First_Names_M_1553=Nello
- Human_First_Names_M_1554=Nels
- Human_First_Names_M_1555=Nelson
- Human_First_Names_M_1556=Nencio
- Human_First_Names_M_1557=Neri
- Human_First_Names_M_1558=Nestor
- Human_First_Names_M_1559=Newton
- Human_First_Names_M_1560=Nhan
- Human_First_Names_M_1561=Niccolo
- Human_First_Names_M_1562=Nicholas
- Human_First_Names_M_1563=Nick
- Human_First_Names_M_1564=Nickolas
- Human_First_Names_M_1565=Nico
- Human_First_Names_M_1566=Nicolas
- Human_First_Names_M_1567=Nigel
- Human_First_Names_M_1568=Nikash
- Human_First_Names_M_1569=Nikki
- Human_First_Names_M_1570=Niklas
- Human_First_Names_M_1571=Nil
- Human_First_Names_M_1572=Nils
- Human_First_Names_M_1573=Nimit
- Human_First_Names_M_1574=Nirav
- Human_First_Names_M_1575=Noah
- Human_First_Names_M_1576=Nobu
- Human_First_Names_M_1577=Nobuhito
- Human_First_Names_M_1578=Noel
- Human_First_Names_M_1579=Nolan
- Human_First_Names_M_1580=Nori
- Human_First_Names_M_1581=Norman
- Human_First_Names_M_1582=Norris
- Human_First_Names_M_1583=Norville
- Human_First_Names_M_1584=Nozzo
- Human_First_Names_M_1585=Numbers
- Human_First_Names_M_1586=Nuto
- Human_First_Names_M_1587=Obadele
- Human_First_Names_M_1588=Oban
- Human_First_Names_M_1589=Octavio
- Human_First_Names_M_1590=Oda
- Human_First_Names_M_1591=Odell
- Human_First_Names_M_1592=Odis
- Human_First_Names_M_1593=Okakura
- Human_First_Names_M_1594=Ola
- Human_First_Names_M_1595=Olav
- Human_First_Names_M_1596=Oleg
- Human_First_Names_M_1597=Olen
- Human_First_Names_M_1598=Olin
- Human_First_Names_M_1599=Oliver
- Human_First_Names_M_1600=Ollie
- Human_First_Names_M_1601=Omar
- Human_First_Names_M_1602=Omkar
- Human_First_Names_M_1603=Orlando
- Human_First_Names_M_1604=Orville
- Human_First_Names_M_1605=Osamu
- Human_First_Names_M_1606=Oscar
- Human_First_Names_M_1607=Oskar
- Human_First_Names_M_1608=Osman
- Human_First_Names_M_1609=Otis
- Human_First_Names_M_1610=Ottar
- Human_First_Names_M_1611=Otto
- Human_First_Names_M_1612=Owen
- Human_First_Names_M_1613=Oystein
- Human_First_Names_M_1614=Pablo
- Human_First_Names_M_1615=Pace
- Human_First_Names_M_1616=Pacho
- Human_First_Names_M_1617=Pallav
- Human_First_Names_M_1618=Param
- Human_First_Names_M_1619=Paran
- Human_First_Names_M_1620=Park
- Human_First_Names_M_1621=Parker
- Human_First_Names_M_1622=Parnell
- Human_First_Names_M_1623=Pascal
- Human_First_Names_M_1624=Pat
- Human_First_Names_M_1625=Pathik
- Human_First_Names_M_1626=Patrice
- Human_First_Names_M_1627=Patrick
- Human_First_Names_M_1628=Paul
- Human_First_Names_M_1629=Pavel
- Human_First_Names_M_1630=Pedro
- Human_First_Names_M_1631=Peng
- Human_First_Names_M_1632=Pepe
- Human_First_Names_M_1633=Percival
- Human_First_Names_M_1634=Percy
- Human_First_Names_M_1635=Pernell
- Human_First_Names_M_1636=Perry
- Human_First_Names_M_1637=Pete
- Human_First_Names_M_1638=Peter
- Human_First_Names_M_1639=Phil
- Human_First_Names_M_1640=Philip
- Human_First_Names_M_1641=Philipe
- Human_First_Names_M_1642=Phillip
- Human_First_Names_M_1643=Pich
- Human_First_Names_M_1644=Piero
- Human_First_Names_M_1645=Pierre
- Human_First_Names_M_1646=Pieter
- Human_First_Names_M_1647=Pietro
- Human_First_Names_M_1648=Ping
- Human_First_Names_M_1649=Pippo
- Human_First_Names_M_1650=Pol
- Human_First_Names_M_1651=Pomeroy
- Human_First_Names_M_1652=Pravit
- Human_First_Names_M_1653=Preston
- Human_First_Names_M_1654=Pricha
- Human_First_Names_M_1655=Puccio
- Human_First_Names_M_1656=Purvis
- Human_First_Names_M_1657=Qadim
- Human_First_Names_M_1658=Qadir
- Human_First_Names_M_1659=Quentin
- Human_First_Names_M_1660=Quincy
- Human_First_Names_M_1661=Quinn
- Human_First_Names_M_1662=Quintin
- Human_First_Names_M_1663=Radu
- Human_First_Names_M_1664=Rafael
- Human_First_Names_M_1665=Rafaelle
- Human_First_Names_M_1666=Rafid
- Human_First_Names_M_1667=Ragnar
- Human_First_Names_M_1668=Rahul
- Human_First_Names_M_1669=Rai
- Human_First_Names_M_1670=Raj
- Human_First_Names_M_1671=Raja
- Human_First_Names_M_1672=Ralph
- Human_First_Names_M_1673=Rami
- Human_First_Names_M_1674=Ramiro
- Human_First_Names_M_1675=Ramon
- Human_First_Names_M_1676=Ramzi
- Human_First_Names_M_1677=Randal
- Human_First_Names_M_1678=Randall
- Human_First_Names_M_1679=Randell
- Human_First_Names_M_1680=Randolph
- Human_First_Names_M_1681=Randy
- Human_First_Names_M_1682=Ranger
- Human_First_Names_M_1683=Raoul
- Human_First_Names_M_1684=Raphael
- Human_First_Names_M_1685=Rashad
- Human_First_Names_M_1686=Rasin
- Human_First_Names_M_1687=Raul
- Human_First_Names_M_1688=Rawlins
- Human_First_Names_M_1689=Ray
- Human_First_Names_M_1690=Rayan
- Human_First_Names_M_1691=Raymond
- Human_First_Names_M_1692=Raymundo
- Human_First_Names_M_1693=Raynard
- Human_First_Names_M_1694=Razan
- Human_First_Names_M_1695=Reagan
- Human_First_Names_M_1696=Reed
- Human_First_Names_M_1697=Reggie
- Human_First_Names_M_1698=Reginald
- Human_First_Names_M_1699=Rei
- Human_First_Names_M_1700=Reid
- Human_First_Names_M_1701=Reinaldo
- Human_First_Names_M_1702=Remi
- Human_First_Names_M_1703=Ren
- Human_First_Names_M_1704=Renard
- Human_First_Names_M_1705=Renardo
- Human_First_Names_M_1706=Rene
- Human_First_Names_M_1707=Renzo
- Human_First_Names_M_1708=Reuben
- Human_First_Names_M_1709=Rex
- Human_First_Names_M_1710=Reyes
- Human_First_Names_M_1711=Reynaldo
- Human_First_Names_M_1712=Reynard
- Human_First_Names_M_1713=Ricardo
- Human_First_Names_M_1714=Ricco
- Human_First_Names_M_1715=Rich
- Human_First_Names_M_1716=Richard
- Human_First_Names_M_1717=Richie
- Human_First_Names_M_1718=Rick
- Human_First_Names_M_1719=Rickey
- Human_First_Names_M_1720=Rickie
- Human_First_Names_M_1721=Ricky
- Human_First_Names_M_1722=Rico
- Human_First_Names_M_1723=Ridolfo
- Human_First_Names_M_1724=Riley
- Human_First_Names_M_1725=Rimon
- Human_First_Names_M_1726=Rinaldo
- Human_First_Names_M_1727=Rio
- Human_First_Names_M_1728=Rob
- Human_First_Names_M_1729=Robbie
- Human_First_Names_M_1730=Robby
- Human_First_Names_M_1731=Robert
- Human_First_Names_M_1732=Roberto
- Human_First_Names_M_1733=Robin
- Human_First_Names_M_1734=Rocco
- Human_First_Names_M_1735=Rocky
- Human_First_Names_M_1736=Rod
- Human_First_Names_M_1737=Roderick
- Human_First_Names_M_1738=Rodger
- Human_First_Names_M_1739=Rodney
- Human_First_Names_M_1740=Rodolfo
- Human_First_Names_M_1741=Rodrick
- Human_First_Names_M_1742=Roger
- Human_First_Names_M_1743=Rohit
- Human_First_Names_M_1744=Roland
- Human_First_Names_M_1745=Rolf
- Human_First_Names_M_1746=Rolland
- Human_First_Names_M_1747=Roman
- Human_First_Names_M_1748=Romeo
- Human_First_Names_M_1749=Ron
- Human_First_Names_M_1750=Ronald
- Human_First_Names_M_1751=Rondel
- Human_First_Names_M_1752=Ronin
- Human_First_Names_M_1753=Ronnie
- Human_First_Names_M_1754=Ronny
- Human_First_Names_M_1755=Rory
- Human_First_Names_M_1756=Roscoe
- Human_First_Names_M_1757=Ross
- Human_First_Names_M_1758=Rowen
- Human_First_Names_M_1759=Roy
- Human_First_Names_M_1760=Royce
- Human_First_Names_M_1761=Ru
- Human_First_Names_M_1762=Ruben
- Human_First_Names_M_1763=Rubin
- Human_First_Names_M_1764=Rudolph
- Human_First_Names_M_1765=Rudy
- Human_First_Names_M_1766=Rufus
- Human_First_Names_M_1767=Ruhi
- Human_First_Names_M_1768=Rupert
- Human_First_Names_M_1769=Rush
- Human_First_Names_M_1770=Russ
- Human_First_Names_M_1771=Russel
- Human_First_Names_M_1772=Russell
- Human_First_Names_M_1773=Rusty
- Human_First_Names_M_1774=Ruy
- Human_First_Names_M_1775=Ryan
- Human_First_Names_M_1776=Ryo
- Human_First_Names_M_1777=Ryoko
- Human_First_Names_M_1778=Ryoma
- Human_First_Names_M_1779=Ryota
- Human_First_Names_M_1780=Ryozo
- Human_First_Names_M_1781=Ryu
- Human_First_Names_M_1782=Ryuki
- Human_First_Names_M_1783=Ryuto
- Human_First_Names_M_1784=Saad
- Human_First_Names_M_1785=Sabastien
- Human_First_Names_M_1786=Sabir
- Human_First_Names_M_1787=Sadid
- Human_First_Names_M_1788=Sadiq
- Human_First_Names_M_1789=Sahib
- Human_First_Names_M_1790=Sahir
- Human_First_Names_M_1791=Sal
- Human_First_Names_M_1792=Saleh
- Human_First_Names_M_1793=Salomon
- Human_First_Names_M_1794=Salvador
- Human_First_Names_M_1795=Salvadore
- Human_First_Names_M_1796=Salvatore
- Human_First_Names_M_1797=Salvi
- Human_First_Names_M_1798=Sam
- Human_First_Names_M_1799=Sameer
- Human_First_Names_M_1800=Sami
- Human_First_Names_M_1801=Sammie
- Human_First_Names_M_1802=Sammy
- Human_First_Names_M_1803=Samo
- Human_First_Names_M_1804=Samuel
- Human_First_Names_M_1805=Sandy
- Human_First_Names_M_1806=Sanford
- Human_First_Names_M_1807=Sang
- Human_First_Names_M_1808=Sanjiro
- Human_First_Names_M_1809=Sanjit
- Human_First_Names_M_1810=Santiago
- Human_First_Names_M_1811=Santos
- Human_First_Names_M_1812=Satoru
- Human_First_Names_M_1813=Saul
- Human_First_Names_M_1814=Sayer
- Human_First_Names_M_1815=Scot
- Human_First_Names_M_1816=Scott
- Human_First_Names_M_1817=Scottie
- Human_First_Names_M_1818=Scotty
- Human_First_Names_M_1819=Sean
- Human_First_Names_M_1820=Sebastian
- Human_First_Names_M_1821=Seibei
- Human_First_Names_M_1822=Seiji
- Human_First_Names_M_1823=Seison
- Human_First_Names_M_1824=Sekayi
- Human_First_Names_M_1825=Sen
- Human_First_Names_M_1826=Senichi
- Human_First_Names_M_1827=Sergei
- Human_First_Names_M_1828=Sergio
- Human_First_Names_M_1829=Seth
- Human_First_Names_M_1830=Seyed
- Human_First_Names_M_1831=Seymour
- Human_First_Names_M_1832=Shadi
- Human_First_Names_M_1833=Shane
- Human_First_Names_M_1834=Shannon
- Human_First_Names_M_1835=Shaun
- Human_First_Names_M_1836=Shawn
- Human_First_Names_M_1837=Shay
- Human_First_Names_M_1838=Shelby
- Human_First_Names_M_1839=Sheldon
- Human_First_Names_M_1840=Shelton
- Human_First_Names_M_1841=Shen
- Human_First_Names_M_1842=Sherman
- Human_First_Names_M_1843=Shigeki
- Human_First_Names_M_1844=Shigematsu
- Human_First_Names_M_1845=Shigemori
- Human_First_Names_M_1846=Shigeru
- Human_First_Names_M_1847=Shihei
- Human_First_Names_M_1848=Shijo
- Human_First_Names_M_1849=Shik
- Human_First_Names_M_1850=Shin
- Human_First_Names_M_1851=Shingen
- Human_First_Names_M_1852=Shino
- Human_First_Names_M_1853=Shinobu
- Human_First_Names_M_1854=Shintaro
- Human_First_Names_M_1855=Shiro
- Human_First_Names_M_1856=Shoji
- Human_First_Names_M_1857=Shumei
- Human_First_Names_M_1858=Shun
- Human_First_Names_M_1859=Shunji
- Human_First_Names_M_1860=Shunsen
- Human_First_Names_M_1861=Sidney
- Human_First_Names_M_1862=Sigurd
- Human_First_Names_M_1863=Silas
- Human_First_Names_M_1864=Silvio
- Human_First_Names_M_1865=Simba
- Human_First_Names_M_1866=Simon
- Human_First_Names_M_1867=Sinclair
- Human_First_Names_M_1868=Sindre
- Human_First_Names_M_1869=Skipp
- Human_First_Names_M_1870=Solomon
- Human_First_Names_M_1871=Soma
- Human_First_Names_M_1872=Sonny
- Human_First_Names_M_1873=Sook
- Human_First_Names_M_1874=Sora
- Human_First_Names_M_1875=Sotan
- Human_First_Names_M_1876=Sotaro
- Human_First_Names_M_1877=Sovann
- Human_First_Names_M_1878=Sozen
- Human_First_Names_M_1879=Spencer
- Human_First_Names_M_1880=Stacey
- Human_First_Names_M_1881=Stan
- Human_First_Names_M_1882=Stanislav
- Human_First_Names_M_1883=Stanley
- Human_First_Names_M_1884=Stefan
- Human_First_Names_M_1885=Stein
- Human_First_Names_M_1886=Stephan
- Human_First_Names_M_1887=Stephen
- Human_First_Names_M_1888=Sterling
- Human_First_Names_M_1889=Steve
- Human_First_Names_M_1890=Steven
- Human_First_Names_M_1891=Stevie
- Human_First_Names_M_1892=Stewart
- Human_First_Names_M_1893=Stuart
- Human_First_Names_M_1894=Sully
- Human_First_Names_M_1895=Sumio
- Human_First_Names_M_1896=Sunay
- Human_First_Names_M_1897=Sung
- Human_First_Names_M_1898=Sutherland
- Human_First_Names_M_1899=Sydney
- Human_First_Names_M_1900=Sylvester
- Human_First_Names_M_1901=Tad
- Human_First_Names_M_1902=Tadamasa
- Human_First_Names_M_1903=Tadashi
- Human_First_Names_M_1904=Taddeo
- Human_First_Names_M_1905=Taiga
- Human_First_Names_M_1906=Taikan
- Human_First_Names_M_1907=Taisei
- Human_First_Names_M_1908=Taj
- Human_First_Names_M_1909=Tajiri
- Human_First_Names_M_1910=Takafumi
- Human_First_Names_M_1911=Takahashi
- Human_First_Names_M_1912=Takahiro
- Human_First_Names_M_1913=Takeo
- Human_First_Names_M_1914=Taki
- Human_First_Names_M_1915=Takuji
- Human_First_Names_M_1916=Talal
- Human_First_Names_M_1917=Talbot
- Human_First_Names_M_1918=Talon
- Human_First_Names_M_1919=Tamir
- Human_First_Names_M_1920=Taneesh
- Human_First_Names_M_1921=Tango
- Human_First_Names_M_1922=Tanner
- Human_First_Names_M_1923=Tanzan
- Human_First_Names_M_1924=Tapy
- Human_First_Names_M_1925=Taro
- Human_First_Names_M_1926=Tashiro
- Human_First_Names_M_1927=Taylor
- Human_First_Names_M_1928=Ted
- Human_First_Names_M_1929=Teddy
- Human_First_Names_M_1930=Temin
- Human_First_Names_M_1931=Tenshin
- Human_First_Names_M_1932=Teppo
- Human_First_Names_M_1933=Terrance
- Human_First_Names_M_1934=Terrell
- Human_First_Names_M_1935=Terry
- Human_First_Names_M_1936=Tessai
- Human_First_Names_M_1937=Tetsu
- Human_First_Names_M_1938=Tetsuya
- Human_First_Names_M_1939=Thad
- Human_First_Names_M_1940=Thaddeus
- Human_First_Names_M_1941=Thatcher
- Human_First_Names_M_1942=Theo
- Human_First_Names_M_1943=Theodor
- Human_First_Names_M_1944=Theodore
- Human_First_Names_M_1945=Theron
- Human_First_Names_M_1946=Thoki
- Human_First_Names_M_1947=Thomas
- Human_First_Names_M_1948=Thurman
- Human_First_Names_M_1949=Thurston
- Human_First_Names_M_1950=Tiennan
- Human_First_Names_M_1951=Tilak
- Human_First_Names_M_1952=Till
- Human_First_Names_M_1953=Tim
- Human_First_Names_M_1954=Timmy
- Human_First_Names_M_1955=Timo
- Human_First_Names_M_1956=Timothy
- Human_First_Names_M_1957=Timur
- Human_First_Names_M_1958=Tin
- Human_First_Names_M_1959=Tobar
- Human_First_Names_M_1960=Toben
- Human_First_Names_M_1961=Tobias
- Human_First_Names_M_1962=Toby
- Human_First_Names_M_1963=Tod
- Human_First_Names_M_1964=Todd
- Human_First_Names_M_1965=Toichi
- Human_First_Names_M_1966=Toju
- Human_First_Names_M_1967=Toki
- Human_First_Names_M_1968=Tokimune
- Human_First_Names_M_1969=Tokuma
- Human_First_Names_M_1970=Tolomer
- Human_First_Names_M_1971=Tom
- Human_First_Names_M_1972=Toma
- Human_First_Names_M_1973=Tomas
- Human_First_Names_M_1974=Tombe
- Human_First_Names_M_1975=Tommy
- Human_First_Names_M_1976=Tony
- Human_First_Names_M_1977=Tor
- Human_First_Names_M_1978=Torger
- Human_First_Names_M_1979=Tormod
- Human_First_Names_M_1980=Toru
- Human_First_Names_M_1981=Tory
- Human_First_Names_M_1982=Toshiaki
- Human_First_Names_M_1983=Toshiro
- Human_First_Names_M_1984=Tracey
- Human_First_Names_M_1985=Tracy
- Human_First_Names_M_1986=Tramaine
- Human_First_Names_M_1987=Travis
- Human_First_Names_M_1988=Trent
- Human_First_Names_M_1989=Trenton
- Human_First_Names_M_1990=Trevor
- Human_First_Names_M_1991=Trey
- Human_First_Names_M_1992=Tristan
- Human_First_Names_M_1993=Troy
- Human_First_Names_M_1994=Truman
- Human_First_Names_M_1995=Tsuneo
- Human_First_Names_M_1996=Ty
- Human_First_Names_M_1997=Tyler
- Human_First_Names_M_1998=Tyrell
- Human_First_Names_M_1999=Tyrone
- Human_First_Names_M_2000=Tyson
- Human_First_Names_M_2001=Uberto
- Human_First_Names_M_2002=Udar
- Human_First_Names_M_2003=Udo
- Human_First_Names_M_2004=Ugo
- Human_First_Names_M_2005=Ukon
- Human_First_Names_M_2006=Ulysses
- Human_First_Names_M_2007=Umar
- Human_First_Names_M_2008=Unai
- Human_First_Names_M_2009=Uriel
- Human_First_Names_M_2010=Vadim
- Human_First_Names_M_2011=Valentin
- Human_First_Names_M_2012=Valere
- Human_First_Names_M_2013=Vallis
- Human_First_Names_M_2014=Van
- Human_First_Names_M_2015=Vance
- Human_First_Names_M_2016=Varg
- Human_First_Names_M_2017=Vasile
- Human_First_Names_M_2018=Vasily
- Human_First_Names_M_2019=Vaughn
- Human_First_Names_M_2020=Vendan
- Human_First_Names_M_2021=Ventura
- Human_First_Names_M_2022=Vern
- Human_First_Names_M_2023=Vernon
- Human_First_Names_M_2024=Vicente
- Human_First_Names_M_2025=Victor
- Human_First_Names_M_2026=Vidal
- Human_First_Names_M_2027=Viktor
- Human_First_Names_M_2028=Vince
- Human_First_Names_M_2029=Vincent
- Human_First_Names_M_2030=Vincenzo
- Human_First_Names_M_2031=Vinesh
- Human_First_Names_M_2032=Virgil
- Human_First_Names_M_2033=Vito
- Human_First_Names_M_2034=Vlad
- Human_First_Names_M_2035=Vladimir
- Human_First_Names_M_2036=Vladislav
- Human_First_Names_M_2037=Wade
- Human_First_Names_M_2038=Wadi
- Human_First_Names_M_2039=Waldo
- Human_First_Names_M_2040=Wali
- Human_First_Names_M_2041=Walid
- Human_First_Names_M_2042=Walker
- Human_First_Names_M_2043=Wallace
- Human_First_Names_M_2044=Walter
- Human_First_Names_M_2045=Ward
- Human_First_Names_M_2046=Warren
- Human_First_Names_M_2047=Wayne
- Human_First_Names_M_2048=Wen
- Human_First_Names_M_2049=Wendell
- Human_First_Names_M_2050=Wesley
- Human_First_Names_M_2051=Weston
- Human_First_Names_M_2052=Wilbert
- Human_First_Names_M_2053=Wilbur
- Human_First_Names_M_2054=Wilburn
- Human_First_Names_M_2055=Wiley
- Human_First_Names_M_2056=Wilford
- Human_First_Names_M_2057=Wilfred
- Human_First_Names_M_2058=Will
- Human_First_Names_M_2059=Willard
- Human_First_Names_M_2060=William
- Human_First_Names_M_2061=Willie
- Human_First_Names_M_2062=Willis
- Human_First_Names_M_2063=Wilmer
- Human_First_Names_M_2064=Wilson
- Human_First_Names_M_2065=Wilton
- Human_First_Names_M_2066=Win
- Human_First_Names_M_2067=Winston
- Human_First_Names_M_2068=Woodrow
- Human_First_Names_M_2069=Wyatt
- Human_First_Names_M_2070=Xavier
- Human_First_Names_M_2071=Xin
- Human_First_Names_M_2072=Xiu
- Human_First_Names_M_2073=Yago
- Human_First_Names_M_2074=Yair
- Human_First_Names_M_2075=Yakov
- Human_First_Names_M_2076=Yakumo
- Human_First_Names_M_2077=Yamato
- Human_First_Names_M_2078=Yamir
- Human_First_Names_M_2079=Yanis
- Human_First_Names_M_2080=Yao
- Human_First_Names_M_2081=Yaroslav
- Human_First_Names_M_2082=Yasahiro
- Human_First_Names_M_2083=Yasen
- Human_First_Names_M_2084=Yasuhiko
- Human_First_Names_M_2085=Yataro
- Human_First_Names_M_2086=Yazan
- Human_First_Names_M_2087=Yong
- Human_First_Names_M_2088=Yoritomo
- Human_First_Names_M_2089=Yosai
- Human_First_Names_M_2090=Yoshida
- Human_First_Names_M_2091=Yoshiro
- Human_First_Names_M_2092=Yoshitaka
- Human_First_Names_M_2093=Young
- Human_First_Names_M_2094=Youssef
- Human_First_Names_M_2095=Yozo
- Human_First_Names_M_2096=Yuki
- Human_First_Names_M_2097=Yuma
- Human_First_Names_M_2098=Yury
- Human_First_Names_M_2099=Yushiro
- Human_First_Names_M_2100=Zachariah
- Human_First_Names_M_2101=Zachary
- Human_First_Names_M_2102=Zachery
- Human_First_Names_M_2103=Zafar
- Human_First_Names_M_2104=Zaid
- Human_First_Names_M_2105=Zakhar
- Human_First_Names_M_2106=Zane
- Human_First_Names_M_2107=Zarek
- Human_First_Names_M_2108=Zarif
- Human_First_Names_M_2109=Zawadi
- Human_First_Names_M_2110=Zhen
- Human_Nicknames_0001=Ace
- Human_Nicknames_0002=Afterburn
- Human_Nicknames_0003=Any-port
- Human_Nicknames_0004=APB
- Human_Nicknames_0005=Apples
- Human_Nicknames_0006=Aspic
- Human_Nicknames_0007=Astro
- Human_Nicknames_0008=Baby
- Human_Nicknames_0009=Bags
- Human_Nicknames_0010=Bakka
- Human_Nicknames_0011=Beater
- Human_Nicknames_0012=Big Rig
- Human_Nicknames_0013=Biter
- Human_Nicknames_0014=Blato
- Human_Nicknames_0015=Bleeder
- Human_Nicknames_0016=Blitz
- Human_Nicknames_0017=Blowback
- Human_Nicknames_0018=Bones
- Human_Nicknames_0019=Bonks
- Human_Nicknames_0020=Bonzo
- Human_Nicknames_0021=Boom
- Human_Nicknames_0022=Boomer
- Human_Nicknames_0023=Bounceback
- Human_Nicknames_0024=Boyo
- Human_Nicknames_0025=Breezy
- Human_Nicknames_0026=Bullseye
- Human_Nicknames_0027=Burner
- Human_Nicknames_0028=Buster
- Human_Nicknames_0029=Butcher
- Human_Nicknames_0030=Chivo
- Human_Nicknames_0031=Chopper
- Human_Nicknames_0032=Clacks
- Human_Nicknames_0033=Clamps
- Human_Nicknames_0034=Cleansheet
- Human_Nicknames_0035=Clipper
- Human_Nicknames_0036=Covey
- Human_Nicknames_0037=Crankshaft
- Human_Nicknames_0038=Crash
- Human_Nicknames_0039=Crawl
- Human_Nicknames_0040=Creeper
- Human_Nicknames_0041=Crock
- Human_Nicknames_0042=Crow
- Human_Nicknames_0043=Crowbar
- Human_Nicknames_0044=Crusher
- Human_Nicknames_0045=Crypto
- Human_Nicknames_0046=Cutch
- Human_Nicknames_0047=Cutty
- Human_Nicknames_0048=Dancer
- Human_Nicknames_0049=Dash
- Human_Nicknames_0050=Deadeye
- Human_Nicknames_0051=Demo
- Human_Nicknames_0052=Diablo
- Human_Nicknames_0053=Dimples
- Human_Nicknames_0054=Distro
- Human_Nicknames_0055=Dopple
- Human_Nicknames_0056=Doubledown
- Human_Nicknames_0057=Doubletap
- Human_Nicknames_0058=Double-Z
- Human_Nicknames_0059=Downtown
- Human_Nicknames_0060=Drifter
- Human_Nicknames_0061=Dropshot
- Human_Nicknames_0062=Druff
- Human_Nicknames_0063=Duke
- Human_Nicknames_0064=Dumper
- Human_Nicknames_0065=Dunzo
- Human_Nicknames_0066=Dustoff
- Human_Nicknames_0067=Dynamo
- Human_Nicknames_0068=Dyno
- Human_Nicknames_0069=Eclipse
- Human_Nicknames_0070=Edge
- Human_Nicknames_0071=Epoch
- Human_Nicknames_0072=Eyeball
- Human_Nicknames_0073=Fang
- Human_Nicknames_0074=Faust
- Human_Nicknames_0075=Files
- Human_Nicknames_0076=Fissure
- Human_Nicknames_0077=Flex
- Human_Nicknames_0078=Flip
- Human_Nicknames_0079=Gastro
- Human_Nicknames_0080=Gator
- Human_Nicknames_0081=Gizmo
- Human_Nicknames_0082=Glut
- Human_Nicknames_0083=Gob
- Human_Nicknames_0084=Goose
- Human_Nicknames_0085=Griefer
- Human_Nicknames_0086=Grumpy
- Human_Nicknames_0087=Gutter
- Human_Nicknames_0088=Guvnor
- Human_Nicknames_0089=Half-Pint
- Human_Nicknames_0090=Hammer
- Human_Nicknames_0091=Hanger
- Human_Nicknames_0092=Happy
- Human_Nicknames_0093=Hasmat
- Human_Nicknames_0094=Hawk
- Human_Nicknames_0095=Heater
- Human_Nicknames_0096=Herc
- Human_Nicknames_0097=Hibrow
- Human_Nicknames_0098=High-Low
- Human_Nicknames_0099=Hock
- Human_Nicknames_0100=Hogtie
- Human_Nicknames_0101=Hogwash
- Human_Nicknames_0102=Hoofer
- Human_Nicknames_0103=Hotrod
- Human_Nicknames_0104=Huffer
- Human_Nicknames_0105=Hydro
- Human_Nicknames_0106=Iggy
- Human_Nicknames_0107=Jackal
- Human_Nicknames_0108=Jigsaw
- Human_Nicknames_0109=JoJo
- Human_Nicknames_0110=K-9
- Human_Nicknames_0111=Kettle
- Human_Nicknames_0112=Killface
- Human_Nicknames_0113=Kismet
- Human_Nicknames_0114=Klepto
- Human_Nicknames_0115=Knocks
- Human_Nicknames_0116=Lefty
- Human_Nicknames_0117=Liplock
- Human_Nicknames_0118=Lippy
- Human_Nicknames_0119=Little Benny
- Human_Nicknames_0120=Little Bo
- Human_Nicknames_0121=Livewire
- Human_Nicknames_0122=Lockjaw
- Human_Nicknames_0123=Lockout
- Human_Nicknames_0124=Loco
- Human_Nicknames_0125=Lowbrow
- Human_Nicknames_0126=Lowdown
- Human_Nicknames_0127=Lulu
- Human_Nicknames_0128=Luster
- Human_Nicknames_0129=Mad Dog
- Human_Nicknames_0130=Mambo
- Human_Nicknames_0131=Marbles
- Human_Nicknames_0132=Mayday
- Human_Nicknames_0133=Mendo
- Human_Nicknames_0134=Miggy
- Human_Nicknames_0135=Minty
- Human_Nicknames_0136=Mondo
- Human_Nicknames_0137=Mookie
- Human_Nicknames_0138=Moose
- Human_Nicknames_0139=Motormouth
- Human_Nicknames_0140=Mumbles
- Human_Nicknames_0141=Murph
- Human_Nicknames_0142=Musk
- Human_Nicknames_0143=Musty
- Human_Nicknames_0144=Mutt
- Human_Nicknames_0145=Nails
- Human_Nicknames_0146=Necktie
- Human_Nicknames_0147=Necro
- Human_Nicknames_0148=Newport
- Human_Nicknames_0149=Nighthawk
- Human_Nicknames_0150=Nitro
- Human_Nicknames_0151=Nokeys
- Human_Nicknames_0152=Nomad
- Human_Nicknames_0153=Nosedive
- Human_Nicknames_0154=No-zone
- Human_Nicknames_0155=Nuff
- Human_Nicknames_0156=Nugs
- Human_Nicknames_0157=Nuk
- Human_Nicknames_0158=Ol' J
- Human_Nicknames_0159=One-sec
- Human_Nicknames_0160=Onesie
- Human_Nicknames_0161=One-Two
- Human_Nicknames_0162=Oppa
- Human_Nicknames_0163=OptOut
- Human_Nicknames_0164=Original
- Human_Nicknames_0165=Padre
- Human_Nicknames_0166=Painter
- Human_Nicknames_0167=Peeler
- Human_Nicknames_0168=Phantom
- Human_Nicknames_0169=Pickles
- Human_Nicknames_0170=Pisto
- Human_Nicknames_0171=Piston
- Human_Nicknames_0172=Pitstop
- Human_Nicknames_0173=Placebo
- Human_Nicknames_0174=Plaster
- Human_Nicknames_0175=Pops
- Human_Nicknames_0176=Potshot
- Human_Nicknames_0177=Powder
- Human_Nicknames_0178=Preacher
- Human_Nicknames_0179=Professor
- Human_Nicknames_0180=Pudge
- Human_Nicknames_0181=Putt-Putt
- Human_Nicknames_0182=Quakes
- Human_Nicknames_0183=Raindrop
- Human_Nicknames_0184=Ratbag
- Human_Nicknames_0185=Ratchet
- Human_Nicknames_0186=Raven
- Human_Nicknames_0187=Rebound
- Human_Nicknames_0188=Red
- Human_Nicknames_0189=Regs
- Human_Nicknames_0190=Reject
- Human_Nicknames_0191=Repo
- Human_Nicknames_0192=Retro
- Human_Nicknames_0193=Rift
- Human_Nicknames_0194=Riptide
- Human_Nicknames_0195=Rocket
- Human_Nicknames_0196=Rooftop
- Human_Nicknames_0197=Ropeburn
- Human_Nicknames_0198=Ruffles
- Human_Nicknames_0199=Rusty
- Human_Nicknames_0200=Sandman
- Human_Nicknames_0201=Scabs
- Human_Nicknames_0202=Scoops
- Human_Nicknames_0203=Scooter
- Human_Nicknames_0204=Seabass
- Human_Nicknames_0205=Servo
- Human_Nicknames_0206=Shady
- Human_Nicknames_0207=Shanks
- Human_Nicknames_0208=Shiner
- Human_Nicknames_0209=Silkscreen
- Human_Nicknames_0210=Sinkhole
- Human_Nicknames_0211=Skeever
- Human_Nicknames_0212=Slags
- Human_Nicknames_0213=Slappy
- Human_Nicknames_0214=Slash
- Human_Nicknames_0215=Slim
- Human_Nicknames_0216=Slinger
- Human_Nicknames_0217=Slip
- Human_Nicknames_0218=Slipstream
- Human_Nicknames_0219=Slops
- Human_Nicknames_0220=Slowclap
- Human_Nicknames_0221=Smiley
- Human_Nicknames_0222=Smokey
- Human_Nicknames_0223=Snacks
- Human_Nicknames_0224=Snaps
- Human_Nicknames_0225=Socket
- Human_Nicknames_0226=Soggy
- Human_Nicknames_0227=Sparks
- Human_Nicknames_0228=Specs
- Human_Nicknames_0229=Spitfire
- Human_Nicknames_0230=Splashback
- Human_Nicknames_0231=Spud
- Human_Nicknames_0232=Squeaks
- Human_Nicknames_0233=Stanks
- Human_Nicknames_0234=Starkiller
- Human_Nicknames_0235=Stonewall
- Human_Nicknames_0236=Stretch
- Human_Nicknames_0237=Striker
- Human_Nicknames_0238=Stroke
- Human_Nicknames_0239=Sunny
- Human_Nicknames_0240=Sunny Jim
- Human_Nicknames_0241=Swabs
- Human_Nicknames_0242=Tangles
- Human_Nicknames_0243=Tango
- Human_Nicknames_0244=TapTap
- Human_Nicknames_0245=T-dog
- Human_Nicknames_0246=Teak
- Human_Nicknames_0247=Temple
- Human_Nicknames_0248=The Dentist
- Human_Nicknames_0249=Thrasher
- Human_Nicknames_0250=Threesheets
- Human_Nicknames_0251=Tick-Tock
- Human_Nicknames_0252=Tiny
- Human_Nicknames_0253=Tinkles
- Human_Nicknames_0254=Tiptoe
- Human_Nicknames_0255=Toerag
- Human_Nicknames_0256=Tonks
- Human_Nicknames_0257=Topknot
- Human_Nicknames_0258=Toto
- Human_Nicknames_0259=Tracer
- Human_Nicknames_0260=Trickshot
- Human_Nicknames_0261=Triptych
- Human_Nicknames_0262=Tufo
- Human_Nicknames_0263=Tug
- Human_Nicknames_0264=Tugger
- Human_Nicknames_0265=Twist
- Human_Nicknames_0266=Undertow
- Human_Nicknames_0267=Uptown
- Human_Nicknames_0268=Vaco
- Human_Nicknames_0269=Vents
- Human_Nicknames_0270=Wacko
- Human_Nicknames_0271=Waggles
- Human_Nicknames_0272=Wednesday
- Human_Nicknames_0273=Whisper
- Human_Nicknames_0274=Whistler
- Human_Nicknames_0275=Winge
- Human_Nicknames_0276=ZigZag
- Human_Nicknames_0277=Brick
- Human_Nicknames_0278=Vortex
- Human_Nicknames_0279=Kid Carnivorous
- Human_Nicknames_0280=Terrordactyl
- Human_Nicknames_0281=Savage
- Human_Nicknames_0282=Scourge
- Human_Nicknames_0283=Baron
- Human_Nicknames_0284=Velo
- Human_Nicknames_0285=Highball
- Human_Nicknames_0286=Rizzo
- Human_Nicknames_0287=Screwtop
- Human_Nicknames_0288=Fumbles
- Human_Nicknames_0289=Flattop
- Human_Nicknames_0290=Hot Shot
- Human_Nicknames_0291=Blades
- Human_Nicknames_0292=Rumples
- Human_Nicknames_0293=Dropout
- Human_Nicknames_0294=Nozone
- Human_Nicknames_0295=Sniffer
- Human_Nicknames_0296=Wrecker
- Human_Nicknames_0297=Splatters
- Human_Nicknames_0298=Bumper
- Human_Nicknames_0299=Dongle
- Human_Nicknames_0300=FX
- Human_Nicknames_0301=Alpha
- Human_Nicknames_0302=Cado
- Human_Nicknames_0303=Quicksand
- Human_Nicknames_0304=Chowder
- Human_Nicknames_0305=Puck
- Human_Nicknames_0306=Gnashers
- Human_Nicknames_0307=Spitshine
- Human_Nicknames_0308=Tanker
- Human_Nicknames_0309=Hoss
- Human_Nicknames_0310=Bugout
- Human_Nicknames_0311=Sunshine
- Human_Nicknames_0312=Magic
- Human_Nicknames_0313=Boneyard
- Human_Nicknames_0314=Trunks
- Human_Nicknames_0315=Pigpen
- Human_Nicknames_0316=Chiller
- Human_Nicknames_0317=Streaker
- Human_Nicknames_0318=Flashback
- Human_Nicknames_0319=King
- Human_Nicknames_0320=Flush
- Human_Nicknames_0321=Doc
- Human_Nicknames_0322=Peaches
- Human_Nicknames_0323=Jaws
- Human_Nicknames_0324=Hash
- Human_Nicknames_0325=Bomber
- Human_Nicknames_0326=Zoo
- Human_Nicknames_0327=Reaper
- Human_Nicknames_0328=Hacksaw
- Human_Nicknames_0329=Snake
- Human_Nicknames_0330=Full Stop
- Human_Nicknames_0331=Ice
- Human_Nicknames_0332=The Demon
- Human_Nicknames_0333=Flow
- Human_Nicknames_0334=Slider
- Human_Nicknames_0335=Stomper
- Human_Nicknames_0336=Blinks
- Human_Nicknames_0337=Foghorn
- Human_Nicknames_0338=Nukes
- Human_Nicknames_0339=Noodles
- Human_Nicknames_0340=Radar
- Human_Nicknames_0341=Lucky
- Human_Nicknames_0342=Donuts
- Human_Nicknames_0343=Swampy
- Human_Nicknames_0344=Crabby
- Human_Nicknames_0345=Burndown
- Human_Nicknames_0346=Hotflash
- Human_Nicknames_0347=Domino
- Human_Nicknames_0348=Lightning
- Human_Nicknames_0349=Thunder
- Human_Nicknames_0350=Alphabet
- Human_Nicknames_0351=Slow Jam
- Human_Nicknames_0352=Crashcourse
- Human_Nicknames_0353=Cookie
- Human_Nicknames_0354=Dodo
- Human_Nicknames_0355=Fingers
- Human_Nicknames_0356=Top Hat
- Human_Nicknames_0357=Meatball
- Human_Nicknames_0358=Spoons
- Human_Nicknames_0359=Stinky
- Human_Nicknames_0360=Sleepy
- Human_Nicknames_0361=Squints
- Human_Nicknames_0362=Hairball
- Human_Nicknames_0363=Marathon
- Human_Nicknames_0364=Tumbles
- Human_Nicknames_0365=Lights Out
- Human_Nicknames_0366=Punch 'N Pie
- Human_Nicknames_0367=Joker
- Human_Nicknames_0368=Pitbull
- Human_Nicknames_0369=Dubs
- Human_Nicknames_0370=Downpour
- Human_Nicknames_0371=Wags
- Human_Nicknames_0372=Scruff
- Human_Nicknames_0373=Tinker
- Human_Nicknames_0374=Sizzle
- Human_Nicknames_0375=Knuckles
- Human_Nicknames_0376=Sonic
- Human_Nicknames_0377=Buzz
- Human_Nicknames_0378=Scratch
- Human_Nicknames_0379=Hiccup
- Human_Nicknames_0380=Lampshade
- Human_Nicknames_0381=Hardtack
- Human_Nicknames_0382=Maverick
- Human_Nicknames_0383=Iceman
- Human_Nicknames_0384=Hopper
- Human_Nicknames_0385=Viper
- Human_Nicknames_0386=Jester
- Human_Nicknames_0387=Cougar
- Human_Nicknames_0388=Merlin
- Human_Nicknames_0389=Sundown
- Human_Nicknames_0390=Stinger
- Human_Nicknames_0391=Chipper
- Human_Nicknames_0392=Rat
- Human_Nicknames_0393=Tombstone
- Human_Nicknames_0394=Boots
- Human_Nicknames_0395=Bruiser
- Human_Nicknames_0396=Dynamite
- Human_Nicknames_0397=The Hammer
- Human_Nicknames_0398=Jumper
- Human_Nicknames_0399=The Snake
- Human_Nicknames_0400=Bad News
- Human_Nicknames_0401=The Dragon
- Human_Nicknames_0402=Gorilla
- Human_Nicknames_0403=The Butcher
- Human_Nicknames_0404=Spinout
- Human_Nicknames_0405=Slapdash
- Human_Nicknames_0406=Skipper
- Human_Nicknames_0407=Deadbolt
- Human_Nicknames_0408=Razor
- Human_Nicknames_0409=Pipes
- Human_Nicknames_0410=Guppy
- Human_Security_Titles_001=Officer
- Human_Security_Titles_001_abv=Ofc.
- Human_Security_Titles_002=Senior Officer
- Human_Security_Titles_002_abv=Sr. Ofc.
- Human_Security_Titles_003=Captain
- Human_Security_Titles_003_abv=Cpt.
- Human_Security_Titles_004=Chief
- Human_Security_Titles_004_abv=Chf.
- Human_Security_Titles_005=Director
- Human_Security_Titles_005_abv=Dir.
- Human_Surnames_0001=Aarons
- Human_Surnames_0002=Aaronson
- Human_Surnames_0003=Aasen
- Human_Surnames_0004=Abad
- Human_Surnames_0005=Abadie
- Human_Surnames_0006=Abalos
- Human_Surnames_0007=Abarca
- Human_Surnames_0008=Abbas
- Human_Surnames_0009=Abbasi
- Human_Surnames_0010=Abbate
- Human_Surnames_0011=Abbey
- Human_Surnames_0012=Abbi
- Human_Surnames_0013=Abbot
- Human_Surnames_0014=Abdalla
- Human_Surnames_0015=Abdo
- Human_Surnames_0016=Abdullah
- Human_Surnames_0017=Abe
- Human_Surnames_0018=Abebe
- Human_Surnames_0019=Abed
- Human_Surnames_0020=Abell
- Human_Surnames_0021=Abelson
- Human_Surnames_0022=Aberg
- Human_Surnames_0023=Aberle
- Human_Surnames_0024=Abernathy
- Human_Surnames_0025=Abeyta
- Human_Surnames_0026=Abhati
- Human_Surnames_0027=Able
- Human_Surnames_0028=Abney
- Human_Surnames_0029=Abovyan
- Human_Surnames_0030=Abraham
- Human_Surnames_0031=Abramowitz
- Human_Surnames_0032=Abrams
- Human_Surnames_0033=Abrego
- Human_Surnames_0034=Absher
- Human_Surnames_0035=Abshire
- Human_Surnames_0036=Abston
- Human_Surnames_0037=Abuladze
- Human_Surnames_0038=Aburami
- Human_Surnames_0039=Aburto
- Human_Surnames_0040=Accardi
- Human_Surnames_0041=Acedo
- Human_Surnames_0042=Acero
- Human_Surnames_0043=Aceto
- Human_Surnames_0044=Acevedo
- Human_Surnames_0045=Acharya
- Human_Surnames_0046=Achebe
- Human_Surnames_0047=Achenbach
- Human_Surnames_0048=Acheson
- Human_Surnames_0049=Achrekar
- Human_Surnames_0050=Acker
- Human_Surnames_0051=Ackerman
- Human_Surnames_0052=Ackerson
- Human_Surnames_0053=Ackley
- Human_Surnames_0054=Acklin
- Human_Surnames_0055=Ackman
- Human_Surnames_0056=Acoba
- Human_Surnames_0057=Acord
- Human_Surnames_0058=Acosta
- Human_Surnames_0059=Acre
- Human_Surnames_0060=Acton
- Human_Surnames_0061=Acuna
- Human_Surnames_0062=Adachi
- Human_Surnames_0063=Adair
- Human_Surnames_0064=Adams
- Human_Surnames_0065=Adamson
- Human_Surnames_0066=Adani
- Human_Surnames_0067=Addams
- Human_Surnames_0068=Addington
- Human_Surnames_0069=Addis
- Human_Surnames_0070=Addison
- Human_Surnames_0071=Addy
- Human_Surnames_0072=Ade
- Human_Surnames_0073=Adelman
- Human_Surnames_0074=Adelson
- Human_Surnames_0075=Ademola
- Human_Surnames_0076=Adendorff
- Human_Surnames_0077=Adeoye
- Human_Surnames_0078=Adey
- Human_Surnames_0079=Adeyemi
- Human_Surnames_0080=Adhikari
- Human_Surnames_0081=Adie
- Human_Surnames_0082=Adiga
- Human_Surnames_0083=Adin
- Human_Surnames_0084=Adjei
- Human_Surnames_0085=Adkins
- Human_Surnames_0086=Adkinson
- Human_Surnames_0087=Adler
- Human_Surnames_0088=Adlett
- Human_Surnames_0089=Adley
- Human_Surnames_0090=Adnett
- Human_Surnames_0091=Adrian
- Human_Surnames_0092=Adriano
- Human_Surnames_0093=Advani
- Human_Surnames_0094=Afzal
- Human_Surnames_0095=Agan
- Human_Surnames_0096=Agard
- Human_Surnames_0097=Agarkar
- Human_Surnames_0098=Agarwal
- Human_Surnames_0099=Agawa
- Human_Surnames_0100=Agbayani
- Human_Surnames_0101=Agcaoili
- Human_Surnames_0102=Aggarwal
- Human_Surnames_0103=Aghamiri
- Human_Surnames_0104=Aghayan
- Human_Surnames_0105=Agnew
- Human_Surnames_0106=Agnihotri
- Human_Surnames_0107=Agosta
- Human_Surnames_0108=Agostini
- Human_Surnames_0109=Agrawal
- Human_Surnames_0110=Aguado
- Human_Surnames_0111=Aguayo
- Human_Surnames_0112=Agudelo
- Human_Surnames_0113=Aguero
- Human_Surnames_0114=Aguiar
- Human_Surnames_0115=Aguila
- Human_Surnames_0116=Aguilar
- Human_Surnames_0117=Aguilera
- Human_Surnames_0118=Aguinaga
- Human_Surnames_0119=Aguinaldo
- Human_Surnames_0120=Aguirre
- Human_Surnames_0121=Agustin
- Human_Surnames_0122=Ahart
- Human_Surnames_0123=Ahern
- Human_Surnames_0124=Ahlawat
- Human_Surnames_0125=Ahlberg
- Human_Surnames_0126=Ahlquist
- Human_Surnames_0127=Ahlstrom
- Human_Surnames_0128=Ahluwalia
- Human_Surnames_0129=Ahmed
- Human_Surnames_0130=Ahn
- Human_Surnames_0131=Ahsan
- Human_Surnames_0132=Ahumada
- Human_Surnames_0133=Aida
- Human_Surnames_0134=Aiello
- Human_Surnames_0135=Aikawa
- Human_Surnames_0136=Aikens
- Human_Surnames_0137=Aikin
- Human_Surnames_0138=Aino
- Human_Surnames_0139=Ainscough
- Human_Surnames_0140=Ainsley
- Human_Surnames_0141=Ainsworth
- Human_Surnames_0142=Aispuro
- Human_Surnames_0143=Aitchison
- Human_Surnames_0144=Aitkens
- Human_Surnames_0145=Aitkins
- Human_Surnames_0146=Aizawa
- Human_Surnames_0147=Ajay
- Human_Surnames_0148=Ajayi
- Human_Surnames_0149=Akabori
- Human_Surnames_0150=Akaboshi
- Human_Surnames_0151=Akagi
- Human_Surnames_0152=Akai
- Human_Surnames_0153=Akamatsu
- Human_Surnames_0154=Akamine
- Human_Surnames_0155=Akane
- Human_Surnames_0156=Akao
- Human_Surnames_0157=Akashi
- Human_Surnames_0158=Akbar
- Human_Surnames_0159=Akeda
- Human_Surnames_0160=Akehurst
- Human_Surnames_0161=Akemi
- Human_Surnames_0162=Akenzua
- Human_Surnames_0163=Akerele
- Human_Surnames_0164=Akerman
- Human_Surnames_0165=Akey
- Human_Surnames_0166=Akhtar
- Human_Surnames_0167=Akiloye
- Human_Surnames_0168=Akin
- Human_Surnames_0169=Akins
- Human_Surnames_0170=Akita
- Human_Surnames_0171=Akiyama
- Human_Surnames_0172=Akram
- Human_Surnames_0173=Akridge
- Human_Surnames_0174=Aksu
- Human_Surnames_0175=Akter
- Human_Surnames_0176=Akunyili
- Human_Surnames_0177=Akutagawa
- Human_Surnames_0178=Alam
- Human_Surnames_0179=Alamillo
- Human_Surnames_0180=Alaniz
- Human_Surnames_0181=Alatorre
- Human_Surnames_0182=Alatorres
- Human_Surnames_0183=Alba
- Human_Surnames_0184=Albano
- Human_Surnames_0185=Albarado
- Human_Surnames_0186=Albarran
- Human_Surnames_0187=Albaugh
- Human_Surnames_0188=Albee
- Human_Surnames_0189=Alber
- Human_Surnames_0190=Alberson
- Human_Surnames_0191=Alberto
- Human_Surnames_0192=Alberts
- Human_Surnames_0193=Albertson
- Human_Surnames_0194=Albertus
- Human_Surnames_0195=Albor
- Human_Surnames_0196=Albrecht
- Human_Surnames_0197=Albright
- Human_Surnames_0198=Alby
- Human_Surnames_0199=Alcala
- Human_Surnames_0200=Alcantar
- Human_Surnames_0201=Alcantara
- Human_Surnames_0202=Alcaraz
- Human_Surnames_0203=Alcazar
- Human_Surnames_0204=Alcorn
- Human_Surnames_0205=Alcorta
- Human_Surnames_0206=Alcott
- Human_Surnames_0207=Alda
- Human_Surnames_0208=Aldaco
- Human_Surnames_0209=Alday
- Human_Surnames_0210=Alden
- Human_Surnames_0211=Alder
- Human_Surnames_0212=Alderman
- Human_Surnames_0213=Alderson
- Human_Surnames_0214=Aldred
- Human_Surnames_0215=Aldrete
- Human_Surnames_0216=Aldrich
- Human_Surnames_0217=Aldridge
- Human_Surnames_0218=Aldrin
- Human_Surnames_0219=Alegre
- Human_Surnames_0220=Alejandre
- Human_Surnames_0221=Alejandro
- Human_Surnames_0222=Alejo
- Human_Surnames_0223=Aleksanian
- Human_Surnames_0224=Alemu
- Human_Surnames_0225=Aleshire
- Human_Surnames_0226=Alessi
- Human_Surnames_0227=Aletta
- Human_Surnames_0228=Alewine
- Human_Surnames_0229=Alexander
- Human_Surnames_0230=Alexandre
- Human_Surnames_0231=Alfaro
- Human_Surnames_0232=Alfonsi
- Human_Surnames_0233=Alfonso
- Human_Surnames_0234=Alford
- Human_Surnames_0235=Alfred
- Human_Surnames_0236=Alfrey
- Human_Surnames_0237=Algarin
- Human_Surnames_0238=Alger
- Human_Surnames_0239=Ali
- Human_Surnames_0240=Alicea
- Human_Surnames_0241=Aliff
- Human_Surnames_0242=Alix
- Human_Surnames_0243=Aliyev
- Human_Surnames_0244=Alkire
- Human_Surnames_0245=Allain
- Human_Surnames_0246=Allaire
- Human_Surnames_0247=Allan
- Human_Surnames_0248=Allard
- Human_Surnames_0249=Allbright
- Human_Surnames_0250=Alldredge
- Human_Surnames_0251=Alleman
- Human_Surnames_0252=Allen
- Human_Surnames_0253=Allende
- Human_Surnames_0254=Allender
- Human_Surnames_0255=Allensworth
- Human_Surnames_0256=Allerton
- Human_Surnames_0257=Alley
- Human_Surnames_0258=Alleyne
- Human_Surnames_0259=Allgood
- Human_Surnames_0260=Alling
- Human_Surnames_0261=Allison
- Human_Surnames_0262=Allister
- Human_Surnames_0263=Allman
- Human_Surnames_0264=Alloway
- Human_Surnames_0265=Allu
- Human_Surnames_0266=Alluri
- Human_Surnames_0267=Ally
- Human_Surnames_0268=Allyn
- Human_Surnames_0269=Almanza
- Human_Surnames_0270=Almanzar
- Human_Surnames_0271=Almaraz
- Human_Surnames_0272=Almazan
- Human_Surnames_0273=Almeda
- Human_Surnames_0274=Almendarez
- Human_Surnames_0275=Almodovar
- Human_Surnames_0276=Almond
- Human_Surnames_0277=Almonte
- Human_Surnames_0278=Almquist
- Human_Surnames_0279=Almy
- Human_Surnames_0280=Alongi
- Human_Surnames_0281=Alonso
- Human_Surnames_0282=Alonzo
- Human_Surnames_0283=Alpert
- Human_Surnames_0284=Alpizar
- Human_Surnames_0285=Alred
- Human_Surnames_0286=Alsip
- Human_Surnames_0287=Alsop
- Human_Surnames_0288=Alston
- Human_Surnames_0289=Alsup
- Human_Surnames_0290=Alt
- Human_Surnames_0291=Altamirano
- Human_Surnames_0292=Alter
- Human_Surnames_0293=Altera
- Human_Surnames_0294=Althaus
- Human_Surnames_0295=Altheim
- Human_Surnames_0296=Altherr
- Human_Surnames_0297=Althoff
- Human_Surnames_0298=Althouse
- Human_Surnames_0299=Altieri
- Human_Surnames_0300=Altizer
- Human_Surnames_0301=Altman
- Human_Surnames_0302=Alton
- Human_Surnames_0303=Alvarado
- Human_Surnames_0304=Alvarez
- Human_Surnames_0305=Alverson
- Human_Surnames_0306=Alves
- Human_Surnames_0307=Alvey
- Human_Surnames_0308=Alviar
- Human_Surnames_0309=Alvidrez
- Human_Surnames_0310=Alvis
- Human_Surnames_0311=Alvizo
- Human_Surnames_0312=Alvord
- Human_Surnames_0313=Alward
- Human_Surnames_0314=Alway
- Human_Surnames_0315=Alzate
- Human_Surnames_0316=Amado
- Human_Surnames_0317=Amador
- Human_Surnames_0318=Amaki
- Human_Surnames_0319=Amane
- Human_Surnames_0320=Amano
- Human_Surnames_0321=Amar
- Human_Surnames_0322=Amari
- Human_Surnames_0323=Amaro
- Human_Surnames_0324=Ambani
- Human_Surnames_0325=Ambler
- Human_Surnames_0326=Ambriz
- Human_Surnames_0327=Ambrocio
- Human_Surnames_0328=Ambroise
- Human_Surnames_0329=Ambrose
- Human_Surnames_0330=Ambuja
- Human_Surnames_0331=Amburn
- Human_Surnames_0332=Amendola
- Human_Surnames_0333=Amerson
- Human_Surnames_0334=Amezcua
- Human_Surnames_0335=Amherst
- Human_Surnames_0336=Amini
- Human_Surnames_0337=Amiri
- Human_Surnames_0338=Amo
- Human_Surnames_0339=Amod
- Human_Surnames_0340=Amodeo
- Human_Surnames_0341=Amoroso
- Human_Surnames_0342=Amory
- Human_Surnames_0343=Amparan
- Human_Surnames_0344=Amrutham
- Human_Surnames_0345=Amsden
- Human_Surnames_0346=Amsler
- Human_Surnames_0347=Amstutz
- Human_Surnames_0348=An
- Human_Surnames_0349=Anami
- Human_Surnames_0350=Anand
- Human_Surnames_0351=Anchan
- Human_Surnames_0352=Andaya
- Human_Surnames_0353=Anderson
- Human_Surnames_0354=Andino
- Human_Surnames_0355=Ando
- Human_Surnames_0356=Andrada
- Human_Surnames_0357=Andres
- Human_Surnames_0358=Andrews
- Human_Surnames_0359=Andrieux
- Human_Surnames_0360=Andry
- Human_Surnames_0361=Andujar
- Human_Surnames_0362=Aneja
- Human_Surnames_0363=Anello
- Human_Surnames_0364=Anenih
- Human_Surnames_0365=Ang
- Human_Surnames_0366=Angel
- Human_Surnames_0367=Angelini
- Human_Surnames_0368=Angelo
- Human_Surnames_0369=Angleton
- Human_Surnames_0370=Anglin
- Human_Surnames_0371=Angstadt
- Human_Surnames_0372=Anguiano
- Human_Surnames_0373=Angulo
- Human_Surnames_0374=Ankney
- Human_Surnames_0375=Ankrom
- Human_Surnames_0376=Annandale
- Human_Surnames_0377=Anno
- Human_Surnames_0378=Anosov
- Human_Surnames_0379=Ansari
- Human_Surnames_0380=Ansell
- Human_Surnames_0381=Ansley
- Human_Surnames_0382=Anson
- Human_Surnames_0383=Anstead
- Human_Surnames_0384=Anstey
- Human_Surnames_0385=Antal
- Human_Surnames_0386=Antillon
- Human_Surnames_0387=Antley
- Human_Surnames_0388=Antoinette
- Human_Surnames_0389=Antone
- Human_Surnames_0390=Antonelli
- Human_Surnames_0391=Antonio
- Human_Surnames_0392=Antonov
- Human_Surnames_0393=Antonucci
- Human_Surnames_0394=Antunez
- Human_Surnames_0395=Anumula
- Human_Surnames_0396=Anwar
- Human_Surnames_0397=Anzai
- Human_Surnames_0398=Anzalone
- Human_Surnames_0399=Aoki
- Human_Surnames_0400=Aomori
- Human_Surnames_0401=Aoyama
- Human_Surnames_0402=Aparicio
- Human_Surnames_0403=Apgar
- Human_Surnames_0404=Aponius
- Human_Surnames_0405=Aponte
- Human_Surnames_0406=Appel
- Human_Surnames_0407=Appiah
- Human_Surnames_0408=Applebaum
- Human_Surnames_0409=Applegate
- Human_Surnames_0410=Appleton
- Human_Surnames_0411=Apresyan
- Human_Surnames_0412=Aquino
- Human_Surnames_0413=Arai
- Human_Surnames_0414=Araiza
- Human_Surnames_0415=Arakawa
- Human_Surnames_0416=Araki
- Human_Surnames_0417=Aral
- Human_Surnames_0418=Aramaki
- Human_Surnames_0419=Arambula
- Human_Surnames_0420=Arana
- Human_Surnames_0421=Arango
- Human_Surnames_0422=Arata
- Human_Surnames_0423=Arauz
- Human_Surnames_0424=Araya
- Human_Surnames_0425=Arballo
- Human_Surnames_0426=Arbaugh
- Human_Surnames_0427=Arboleda
- Human_Surnames_0428=Arbuckle
- Human_Surnames_0429=Arcand
- Human_Surnames_0430=Arce
- Human_Surnames_0431=Arceo
- Human_Surnames_0432=Archer
- Human_Surnames_0433=Archibald
- Human_Surnames_0434=Archila
- Human_Surnames_0435=Arcilla
- Human_Surnames_0436=Arcuri
- Human_Surnames_0437=Ard
- Human_Surnames_0438=Arden
- Human_Surnames_0439=Arel
- Human_Surnames_0440=Arellano
- Human_Surnames_0441=Arencibia
- Human_Surnames_0442=Arendse
- Human_Surnames_0443=Arendt
- Human_Surnames_0444=Arevalo
- Human_Surnames_0445=Arey
- Human_Surnames_0446=Arguello
- Human_Surnames_0447=Argueta
- Human_Surnames_0448=Arguijo
- Human_Surnames_0449=Argumedo
- Human_Surnames_0450=Arias
- Human_Surnames_0451=Arif
- Human_Surnames_0452=Arioka
- Human_Surnames_0453=Arispe
- Human_Surnames_0454=Arista
- Human_Surnames_0455=Arita
- Human_Surnames_0456=Ariza
- Human_Surnames_0457=Arizaga
- Human_Surnames_0458=Arjona
- Human_Surnames_0459=Arkwright
- Human_Surnames_0460=Armaly
- Human_Surnames_0461=Armand
- Human_Surnames_0462=Armendariz
- Human_Surnames_0463=Armer
- Human_Surnames_0464=Armfield
- Human_Surnames_0465=Armijo
- Human_Surnames_0466=Armine
- Human_Surnames_0467=Armistead
- Human_Surnames_0468=Armitage
- Human_Surnames_0469=Armstead
- Human_Surnames_0470=Armstrong
- Human_Surnames_0471=Arnaud
- Human_Surnames_0472=Arndt
- Human_Surnames_0473=Arner
- Human_Surnames_0474=Arnette
- Human_Surnames_0475=Arney
- Human_Surnames_0476=Arnoux
- Human_Surnames_0477=Arquette
- Human_Surnames_0478=Arredondo
- Human_Surnames_0479=Arreguin
- Human_Surnames_0480=Arriaga
- Human_Surnames_0481=Arrieta
- Human_Surnames_0482=Arrington
- Human_Surnames_0483=Arrow
- Human_Surnames_0484=Arrowood
- Human_Surnames_0485=Arrowsmith
- Human_Surnames_0486=Arroyo
- Human_Surnames_0487=Arruda
- Human_Surnames_0488=Arsenyev
- Human_Surnames_0489=Arshad
- Human_Surnames_0490=Arteaga
- Human_Surnames_0491=Arter
- Human_Surnames_0492=Artiaga
- Human_Surnames_0493=Artman
- Human_Surnames_0494=Artrip
- Human_Surnames_0495=Artz
- Human_Surnames_0496=Arvelo
- Human_Surnames_0497=Arvidson
- Human_Surnames_0498=Arvin
- Human_Surnames_0499=Arvizo
- Human_Surnames_0500=Arwood
- Human_Surnames_0501=Arya
- Human_Surnames_0502=Arzate
- Human_Surnames_0503=Arzola
- Human_Surnames_0504=Asad
- Human_Surnames_0505=Asagiri
- Human_Surnames_0506=Asahina
- Human_Surnames_0507=Asakawa
- Human_Surnames_0508=Asakura
- Human_Surnames_0509=Asano
- Human_Surnames_0510=Asante
- Human_Surnames_0511=Asare
- Human_Surnames_0512=Asbury
- Human_Surnames_0513=Aschenbach
- Human_Surnames_0514=Ascher
- Human_Surnames_0515=Asencio
- Human_Surnames_0516=Ash
- Human_Surnames_0517=Ashar
- Human_Surnames_0518=Ashbaugh
- Human_Surnames_0519=Ashbrook
- Human_Surnames_0520=Ashburn
- Human_Surnames_0521=Ashby
- Human_Surnames_0522=Ashcroft
- Human_Surnames_0523=Ashida
- Human_Surnames_0524=Ashikaga
- Human_Surnames_0525=Ashraf
- Human_Surnames_0526=Ashton
- Human_Surnames_0527=Ashworth
- Human_Surnames_0528=Asif
- Human_Surnames_0529=Askin
- Human_Surnames_0530=Assaf
- Human_Surnames_0531=Astacio
- Human_Surnames_0532=Astaire
- Human_Surnames_0533=Asthana
- Human_Surnames_0534=Astier
- Human_Surnames_0535=Astley
- Human_Surnames_0536=Aston
- Human_Surnames_0537=Astor
- Human_Surnames_0538=Ater
- Human_Surnames_0539=Atherton
- Human_Surnames_0540=Atienza
- Human_Surnames_0541=Atilano
- Human_Surnames_0542=Atkins
- Human_Surnames_0543=Atkinson
- Human_Surnames_0544=Atri
- Human_Surnames_0545=Attah
- Human_Surnames_0546=Attal
- Human_Surnames_0547=Attanasio
- Human_Surnames_0548=Attaway
- Human_Surnames_0549=Attenborough
- Human_Surnames_0550=Atterton
- Human_Surnames_0551=Attia
- Human_Surnames_0552=Atwal
- Human_Surnames_0553=Atwater
- Human_Surnames_0554=Atwood
- Human_Surnames_0555=Aubin
- Human_Surnames_0556=Aubry
- Human_Surnames_0557=Auburn
- Human_Surnames_0558=Auclair
- Human_Surnames_0559=Audette
- Human_Surnames_0560=Audley
- Human_Surnames_0561=Auer
- Human_Surnames_0562=Auerbach
- Human_Surnames_0563=Augusta
- Human_Surnames_0564=Austin
- Human_Surnames_0565=Autry
- Human_Surnames_0566=Auxier
- Human_Surnames_0567=Auyeung
- Human_Surnames_0568=Avakian
- Human_Surnames_0569=Avallone
- Human_Surnames_0570=Avalos
- Human_Surnames_0571=Avant
- Human_Surnames_0572=Avelar
- Human_Surnames_0573=Avellaneda
- Human_Surnames_0574=Avendano
- Human_Surnames_0575=Avera
- Human_Surnames_0576=Averett
- Human_Surnames_0577=Averill
- Human_Surnames_0578=Avery
- Human_Surnames_0579=Avilez
- Human_Surnames_0580=Avina
- Human_Surnames_0581=Avitia
- Human_Surnames_0582=Avril
- Human_Surnames_0583=Awan
- Human_Surnames_0584=Awasthi
- Human_Surnames_0585=Awolowo
- Human_Surnames_0586=Awruk
- Human_Surnames_0587=Ax
- Human_Surnames_0588=Axelrod
- Human_Surnames_0589=Axson
- Human_Surnames_0590=Axtell
- Human_Surnames_0591=Axton
- Human_Surnames_0592=Ayakawa
- Human_Surnames_0593=Ayala
- Human_Surnames_0594=Ayano
- Human_Surnames_0595=Aybar
- Human_Surnames_0596=Ayer
- Human_Surnames_0597=Ayers
- Human_Surnames_0598=Ayim
- Human_Surnames_0599=Ayon
- Human_Surnames_0600=Ayotte
- Human_Surnames_0601=Ayres
- Human_Surnames_0602=Azam
- Human_Surnames_0603=Aziz
- Human_Surnames_0604=Azuma
- Human_Surnames_0605=Azumano
- Human_Surnames_0606=Azure
- Human_Surnames_0607=Baba
- Human_Surnames_0608=Babayan
- Human_Surnames_0609=Baber
- Human_Surnames_0610=Babich
- Human_Surnames_0611=Babineaux
- Human_Surnames_0612=Babson
- Human_Surnames_0613=Baca
- Human_Surnames_0614=Bacani
- Human_Surnames_0615=Bacchus
- Human_Surnames_0616=Bach
- Human_Surnames_0617=Bacher
- Human_Surnames_0618=Bachman
- Human_Surnames_0619=Backlund
- Human_Surnames_0620=Backman
- Human_Surnames_0621=Backstrom
- Human_Surnames_0622=Badenhorst
- Human_Surnames_0623=Badgley
- Human_Surnames_0624=Badgujar
- Human_Surnames_0625=Badhwar
- Human_Surnames_0626=Badillo
- Human_Surnames_0627=Badua
- Human_Surnames_0628=Bae
- Human_Surnames_0629=Baehr
- Human_Surnames_0630=Baek
- Human_Surnames_0631=Baert
- Human_Surnames_0632=Baeza
- Human_Surnames_0633=Baffin
- Human_Surnames_0634=Bafna
- Human_Surnames_0635=Bagby
- Human_Surnames_0636=Bagley
- Human_Surnames_0637=Bagwell
- Human_Surnames_0638=Bahena
- Human_Surnames_0639=Bahl
- Human_Surnames_0640=Bai
- Human_Surnames_0641=Baid
- Human_Surnames_0642=Baier
- Human_Surnames_0643=Bailey
- Human_Surnames_0644=Bain
- Human_Surnames_0645=Bainbridge
- Human_Surnames_0646=Baines
- Human_Surnames_0647=Bair
- Human_Surnames_0648=Baird
- Human_Surnames_0649=Baisley
- Human_Surnames_0650=Baize
- Human_Surnames_0651=Bajan
- Human_Surnames_0652=Bak
- Human_Surnames_0653=Baker
- Human_Surnames_0654=Bakewell
- Human_Surnames_0655=Bakos
- Human_Surnames_0656=Bakshi
- Human_Surnames_0657=Bal
- Human_Surnames_0658=Bala
- Human_Surnames_0659=Balaban
- Human_Surnames_0660=Balboa
- Human_Surnames_0661=Balcazar
- Human_Surnames_0662=Baldauf
- Human_Surnames_0663=Balderas
- Human_Surnames_0664=Balderrama
- Human_Surnames_0665=Balderson
- Human_Surnames_0666=Baldi
- Human_Surnames_0667=Baldini
- Human_Surnames_0668=Baldridge
- Human_Surnames_0669=Balducci
- Human_Surnames_0670=Baldwin
- Human_Surnames_0671=Balentine
- Human_Surnames_0672=Balewa
- Human_Surnames_0673=Balfour
- Human_Surnames_0674=Balk
- Human_Surnames_0675=Ballard
- Human_Surnames_0676=Ballou
- Human_Surnames_0677=Balmer
- Human_Surnames_0678=Balmont
- Human_Surnames_0679=Balog
- Human_Surnames_0680=Balogun
- Human_Surnames_0681=Baloyi
- Human_Surnames_0682=Balser
- Human_Surnames_0683=Baltazar
- Human_Surnames_0684=Baltz
- Human_Surnames_0685=Balzac
- Human_Surnames_0686=Balzano
- Human_Surnames_0687=Bam
- Human_Surnames_0688=Bamberg
- Human_Surnames_0689=Bamford
- Human_Surnames_0690=Bamonti
- Human_Surnames_0691=Ban
- Human_Surnames_0692=Banahan
- Human_Surnames_0693=Bancroft
- Human_Surnames_0694=Bandaru
- Human_Surnames_0695=Bane
- Human_Surnames_0696=Banfield
- Human_Surnames_0697=Banh
- Human_Surnames_0698=Banich
- Human_Surnames_0699=Banister
- Human_Surnames_0700=Banks
- Human_Surnames_0701=Bankston
- Human_Surnames_0702=Bannerman
- Human_Surnames_0703=Banning
- Human_Surnames_0704=Bannister
- Human_Surnames_0705=Bannon
- Human_Surnames_0706=Bansal
- Human_Surnames_0707=Banta
- Human_Surnames_0708=Banton
- Human_Surnames_0709=Bantwal
- Human_Surnames_0710=Banuelos
- Human_Surnames_0711=Bao
- Human_Surnames_0712=Baraga
- Human_Surnames_0713=Barajas
- Human_Surnames_0714=Baraka
- Human_Surnames_0715=Baranowski
- Human_Surnames_0716=Baranski
- Human_Surnames_0717=Baratta
- Human_Surnames_0718=Barbaro
- Human_Surnames_0719=Barber
- Human_Surnames_0720=Barboza
- Human_Surnames_0721=Barcelo
- Human_Surnames_0722=Barcena
- Human_Surnames_0723=Barcia
- Human_Surnames_0724=Barclay
- Human_Surnames_0725=Barco
- Human_Surnames_0726=Barcomb
- Human_Surnames_0727=Bard
- Human_Surnames_0728=Bardet
- Human_Surnames_0729=Bardin
- Human_Surnames_0730=Bardsley
- Human_Surnames_0731=Bardwell
- Human_Surnames_0732=Barger
- Human_Surnames_0733=Bargo
- Human_Surnames_0734=Barham
- Human_Surnames_0735=Barker
- Human_Surnames_0736=Barkley
- Human_Surnames_0737=Barksdale
- Human_Surnames_0738=Barley
- Human_Surnames_0739=Barlow
- Human_Surnames_0740=Barnette
- Human_Surnames_0741=Barnhill
- Human_Surnames_0742=Barnum
- Human_Surnames_0743=Baro
- Human_Surnames_0744=Barocio
- Human_Surnames_0745=Baron
- Human_Surnames_0746=Barot
- Human_Surnames_0747=Barr
- Human_Surnames_0748=Barraclough
- Human_Surnames_0749=Barragan
- Human_Surnames_0750=Barranco
- Human_Surnames_0751=Barras
- Human_Surnames_0752=Barratt
- Human_Surnames_0753=Barraza
- Human_Surnames_0754=Barre
- Human_Surnames_0755=Barreau
- Human_Surnames_0756=Barrera
- Human_Surnames_0757=Barresi
- Human_Surnames_0758=Barret
- Human_Surnames_0759=Barreto
- Human_Surnames_0760=Barrick
- Human_Surnames_0761=Barriga
- Human_Surnames_0762=Barringer
- Human_Surnames_0763=Barrington
- Human_Surnames_0764=Barrios
- Human_Surnames_0765=Barron
- Human_Surnames_0766=Barrow
- Human_Surnames_0767=Barrymore
- Human_Surnames_0768=Barstow
- Human_Surnames_0769=Barta
- Human_Surnames_0770=Bartel
- Human_Surnames_0771=Barter
- Human_Surnames_0772=Barth
- Human_Surnames_0773=Bartle
- Human_Surnames_0774=Bartlett
- Human_Surnames_0775=Bartlow
- Human_Surnames_0776=Bartolo
- Human_Surnames_0777=Barton
- Human_Surnames_0778=Bartowski
- Human_Surnames_0779=Bartz
- Human_Surnames_0780=Barua
- Human_Surnames_0781=Barwick
- Human_Surnames_0782=Basa
- Human_Surnames_0783=Basaldua
- Human_Surnames_0784=Basco
- Human_Surnames_0785=Basden
- Human_Surnames_0786=Basford
- Human_Surnames_0787=Basham
- Human_Surnames_0788=Bashir
- Human_Surnames_0789=Basinger
- Human_Surnames_0790=Baskerville
- Human_Surnames_0791=Baskett
- Human_Surnames_0792=Baskin
- Human_Surnames_0793=Basler
- Human_Surnames_0794=Basquez
- Human_Surnames_0795=Bassett
- Human_Surnames_0796=Bassi
- Human_Surnames_0797=Bassler
- Human_Surnames_0798=Basu
- Human_Surnames_0799=Basurto
- Human_Surnames_0800=Bates
- Human_Surnames_0801=Batey
- Human_Surnames_0802=Bathurst
- Human_Surnames_0803=Batiste
- Human_Surnames_0804=Battaglia
- Human_Surnames_0805=Baud
- Human_Surnames_0806=Bauder
- Human_Surnames_0807=Baudet
- Human_Surnames_0808=Baudin
- Human_Surnames_0809=Baugh
- Human_Surnames_0810=Baum
- Human_Surnames_0811=Bauman
- Human_Surnames_0812=Baumbach
- Human_Surnames_0813=Baumer
- Human_Surnames_0814=Baun
- Human_Surnames_0815=Baur
- Human_Surnames_0816=Bax
- Human_Surnames_0817=Baxley
- Human_Surnames_0818=Baxter
- Human_Surnames_0819=Bayard
- Human_Surnames_0820=Bayer
- Human_Surnames_0821=Bayfield
- Human_Surnames_0822=Bayles
- Human_Surnames_0823=Bayona
- Human_Surnames_0824=Bazan
- Human_Surnames_0825=Baze
- Human_Surnames_0826=Bazin
- Human_Surnames_0827=Beacham
- Human_Surnames_0828=Beacon
- Human_Surnames_0829=Beadle
- Human_Surnames_0830=Beagle
- Human_Surnames_0831=Beale
- Human_Surnames_0832=Bean
- Human_Surnames_0833=Beardsley
- Human_Surnames_0834=Beasley
- Human_Surnames_0835=Beaton
- Human_Surnames_0836=Beau
- Human_Surnames_0837=Beaudette
- Human_Surnames_0838=Beauford
- Human_Surnames_0839=Beaumont
- Human_Surnames_0840=Beauregard
- Human_Surnames_0841=Beazley
- Human_Surnames_0842=Becerra
- Human_Surnames_0843=Bechard
- Human_Surnames_0844=Becher
- Human_Surnames_0845=Bechtel
- Human_Surnames_0846=Beck
- Human_Surnames_0847=Becker
- Human_Surnames_0848=Beckerman
- Human_Surnames_0849=Beckett
- Human_Surnames_0850=Beckford
- Human_Surnames_0851=Beckham
- Human_Surnames_0852=Bedi
- Human_Surnames_0853=Beecher
- Human_Surnames_0854=Beechtree
- Human_Surnames_0855=Beekman
- Human_Surnames_0856=Beeks
- Human_Surnames_0857=Behan
- Human_Surnames_0858=Behar
- Human_Surnames_0859=Behler
- Human_Surnames_0860=Behm
- Human_Surnames_0861=Behr
- Human_Surnames_0862=Behringer
- Human_Surnames_0863=Beitzel
- Human_Surnames_0864=Bekele
- Human_Surnames_0865=Bekker
- Human_Surnames_0866=Belair
- Human_Surnames_0867=Beland
- Human_Surnames_0868=Belcastro
- Human_Surnames_0869=Belcher
- Human_Surnames_0870=Belden
- Human_Surnames_0871=Belding
- Human_Surnames_0872=Belford
- Human_Surnames_0873=Belgarde
- Human_Surnames_0874=Belgrave
- Human_Surnames_0875=Beliveau
- Human_Surnames_0876=Belk
- Human_Surnames_0877=Bell
- Human_Surnames_0878=Bellamy
- Human_Surnames_0879=Bellet
- Human_Surnames_0880=Belli
- Human_Surnames_0881=Bellingham
- Human_Surnames_0882=Bellini
- Human_Surnames_0883=Bellucci
- Human_Surnames_0884=Belmont
- Human_Surnames_0885=Belser
- Human_Surnames_0886=Beltz
- Human_Surnames_0887=Belvin
- Human_Surnames_0888=Belz
- Human_Surnames_0889=Belzoni
- Human_Surnames_0890=Bembry
- Human_Surnames_0891=Benbow
- Human_Surnames_0892=Bendel
- Human_Surnames_0893=Benedict
- Human_Surnames_0894=Benegal
- Human_Surnames_0895=Beneventi
- Human_Surnames_0896=Benford
- Human_Surnames_0897=Benko
- Human_Surnames_0898=Bennett
- Human_Surnames_0899=Benning
- Human_Surnames_0900=Benninger
- Human_Surnames_0901=Beno
- Human_Surnames_0902=Benoit
- Human_Surnames_0903=Bensen
- Human_Surnames_0904=Bentley
- Human_Surnames_0905=Benton
- Human_Surnames_0906=Beppu
- Human_Surnames_0907=Bequette
- Human_Surnames_0908=Beran
- Human_Surnames_0909=Berardi
- Human_Surnames_0910=Beresford
- Human_Surnames_0911=Berezovsky
- Human_Surnames_0912=Berg
- Human_Surnames_0913=Bergan
- Human_Surnames_0914=Berger
- Human_Surnames_0915=Berggren
- Human_Surnames_0916=Bergin
- Human_Surnames_0917=Berglund
- Human_Surnames_0918=Bergman
- Human_Surnames_0919=Bergner
- Human_Surnames_0920=Bergquist
- Human_Surnames_0921=Bergstrom
- Human_Surnames_0922=Beringer
- Human_Surnames_0923=Berisha
- Human_Surnames_0924=Berk
- Human_Surnames_0925=Berker
- Human_Surnames_0926=Berkheimer
- Human_Surnames_0927=Berkley
- Human_Surnames_0928=Berkman
- Human_Surnames_0929=Berlanga
- Human_Surnames_0930=Berlin
- Human_Surnames_0931=Berlusconi
- Human_Surnames_0932=Berman
- Human_Surnames_0933=Bermeo
- Human_Surnames_0934=Bernabe
- Human_Surnames_0935=Bernhardt
- Human_Surnames_0936=Berrett
- Human_Surnames_0937=Berrian
- Human_Surnames_0938=Berroa
- Human_Surnames_0939=Berry
- Human_Surnames_0940=Berti
- Human_Surnames_0941=Bertolini
- Human_Surnames_0942=Bertram
- Human_Surnames_0943=Bertrand
- Human_Surnames_0944=Bertucci
- Human_Surnames_0945=Beshara
- Human_Surnames_0946=Bessant
- Human_Surnames_0947=Bessler
- Human_Surnames_0948=Besson
- Human_Surnames_0949=Best
- Human_Surnames_0950=Beswick
- Human_Surnames_0951=Beville
- Human_Surnames_0952=Bey
- Human_Surnames_0953=Beyer
- Human_Surnames_0954=Bezuidenhout
- Human_Surnames_0955=Bhakri
- Human_Surnames_0956=Bhakta
- Human_Surnames_0957=Bhandari
- Human_Surnames_0958=Bhanushali
- Human_Surnames_0959=Bhat
- Human_Surnames_0960=Bhatia
- Human_Surnames_0961=Bhatti
- Human_Surnames_0962=Bhimani
- Human_Surnames_0963=Bibbs
- Human_Surnames_0964=Bice
- Human_Surnames_0965=Bickel
- Human_Surnames_0966=Bickerstaff
- Human_Surnames_0967=Bickett
- Human_Surnames_0968=Bickford
- Human_Surnames_0969=Bickham
- Human_Surnames_0970=Biddle
- Human_Surnames_0971=Bidwell
- Human_Surnames_0972=Bier
- Human_Surnames_0973=Bigby
- Human_Surnames_0974=Bigelow
- Human_Surnames_0975=Biggins
- Human_Surnames_0976=Billet
- Human_Surnames_0977=Billings
- Human_Surnames_0978=Billingsley
- Human_Surnames_0979=Billington
- Human_Surnames_0980=Bilzerian
- Human_Surnames_0981=Binford
- Human_Surnames_0982=Binkley
- Human_Surnames_0983=Binner
- Human_Surnames_0984=Binswanger
- Human_Surnames_0985=Biondi
- Human_Surnames_0986=Birbeck
- Human_Surnames_0987=Birch
- Human_Surnames_0988=Birchfield
- Human_Surnames_0989=Bird
- Human_Surnames_0990=Birdsong
- Human_Surnames_0991=Birge
- Human_Surnames_0992=Birkholz
- Human_Surnames_0993=Birmingham
- Human_Surnames_0994=Biro
- Human_Surnames_0995=Bischoff
- Human_Surnames_0996=Bishop
- Human_Surnames_0997=Bissell
- Human_Surnames_0998=Bissett
- Human_Surnames_0999=Bitar
- Human_Surnames_1000=Bitner
- Human_Surnames_1001=Bittle
- Human_Surnames_1002=Bitz
- Human_Surnames_1003=Bivens
- Human_Surnames_1004=Bivona
- Human_Surnames_1005=Bixby
- Human_Surnames_1006=Bixler
- Human_Surnames_1007=Biyani
- Human_Surnames_1008=Bjornson
- Human_Surnames_1009=Blachman
- Human_Surnames_1010=Black
- Human_Surnames_1011=Blackard
- Human_Surnames_1012=Blackburn
- Human_Surnames_1013=Blackstone
- Human_Surnames_1014=Blagg
- Human_Surnames_1015=Blaine
- Human_Surnames_1016=Blair
- Human_Surnames_1017=Blais
- Human_Surnames_1018=Blaise
- Human_Surnames_1019=Blakely
- Human_Surnames_1020=Blanc
- Human_Surnames_1021=Blanchet
- Human_Surnames_1022=Blanco
- Human_Surnames_1023=Blandford
- Human_Surnames_1024=Blauser
- Human_Surnames_1025=Blaylock
- Human_Surnames_1026=Blaze
- Human_Surnames_1027=Bledsoe
- Human_Surnames_1028=Bleeker
- Human_Surnames_1029=Bliss
- Human_Surnames_1030=Bliven
- Human_Surnames_1031=Blomberg
- Human_Surnames_1032=Blomquist
- Human_Surnames_1033=Bloodworth
- Human_Surnames_1034=Bloom
- Human_Surnames_1035=Bloomberg
- Human_Surnames_1036=Bloomfield
- Human_Surnames_1037=Blosser
- Human_Surnames_1038=Blubaugh
- Human_Surnames_1039=Blue
- Human_Surnames_1040=Blum
- Human_Surnames_1041=Blumberg
- Human_Surnames_1042=Blumenfeld
- Human_Surnames_1043=Blumenthal
- Human_Surnames_1044=Blundell
- Human_Surnames_1045=Blunk
- Human_Surnames_1046=Blythe
- Human_Surnames_1047=Bocchino
- Human_Surnames_1048=Bock
- Human_Surnames_1049=Bockman
- Human_Surnames_1050=Boden
- Human_Surnames_1051=Bodendorf
- Human_Surnames_1052=Bodie
- Human_Surnames_1053=Bodin
- Human_Surnames_1054=Bodkin
- Human_Surnames_1055=Boehler
- Human_Surnames_1056=Boehmer
- Human_Surnames_1057=Boen
- Human_Surnames_1058=Bogard
- Human_Surnames_1059=Bogdan
- Human_Surnames_1060=Boggs
- Human_Surnames_1061=Bogle
- Human_Surnames_1062=Bohan
- Human_Surnames_1063=Bohl
- Human_Surnames_1064=Bohler
- Human_Surnames_1065=Bohlman
- Human_Surnames_1066=Bohner
- Human_Surnames_1067=Bohr
- Human_Surnames_1068=Boisson
- Human_Surnames_1069=Bok
- Human_Surnames_1070=Bolan
- Human_Surnames_1071=Boles
- Human_Surnames_1072=Bolger
- Human_Surnames_1073=Bolin
- Human_Surnames_1074=Bolingbroke
- Human_Surnames_1075=Bolstad
- Human_Surnames_1076=Boltz
- Human_Surnames_1077=Bolyard
- Human_Surnames_1078=Boman
- Human_Surnames_1079=Bonacci
- Human_Surnames_1080=Bondy
- Human_Surnames_1081=Bonelli
- Human_Surnames_1082=Bonin
- Human_Surnames_1083=Bonnard
- Human_Surnames_1084=Bonnett
- Human_Surnames_1085=Bonneville
- Human_Surnames_1086=Bonura
- Human_Surnames_1087=Booker
- Human_Surnames_1088=Boone
- Human_Surnames_1089=Booth
- Human_Surnames_1090=Borden
- Human_Surnames_1091=Borek
- Human_Surnames_1092=Borel
- Human_Surnames_1093=Borelli
- Human_Surnames_1094=Borgen
- Human_Surnames_1095=Borgia
- Human_Surnames_1096=Borisov
- Human_Surnames_1097=Borkowski
- Human_Surnames_1098=Borland
- Human_Surnames_1099=Boros
- Human_Surnames_1100=Borrayo
- Human_Surnames_1101=Bosch
- Human_Surnames_1102=Bosco
- Human_Surnames_1103=Boseman
- Human_Surnames_1104=Bosler
- Human_Surnames_1105=Bosley
- Human_Surnames_1106=Bosque
- Human_Surnames_1107=Boster
- Human_Surnames_1108=Bostrom
- Human_Surnames_1109=Bostwick
- Human_Surnames_1110=Bosworth
- Human_Surnames_1111=Botello
- Human_Surnames_1112=Botero
- Human_Surnames_1113=Bouchard
- Human_Surnames_1114=Bouchet
- Human_Surnames_1115=Boudet
- Human_Surnames_1116=Boughton
- Human_Surnames_1117=Bouma
- Human_Surnames_1118=Bourassa
- Human_Surnames_1119=Bowden
- Human_Surnames_1120=Bowen
- Human_Surnames_1121=Bower
- Human_Surnames_1122=Boyd
- Human_Surnames_1123=Boyer
- Human_Surnames_1124=Boyle
- Human_Surnames_1125=Bozek
- Human_Surnames_1126=Bracewell
- Human_Surnames_1127=Brack
- Human_Surnames_1128=Bracken
- Human_Surnames_1129=Bradburn
- Human_Surnames_1130=Bradbury
- Human_Surnames_1131=Braden
- Human_Surnames_1132=Bradford
- Human_Surnames_1133=Bradshaw
- Human_Surnames_1134=Bragdon
- Human_Surnames_1135=Bramble
- Human_Surnames_1136=Bramwell
- Human_Surnames_1137=Bran
- Human_Surnames_1138=Brancato
- Human_Surnames_1139=Branch
- Human_Surnames_1140=Brandel
- Human_Surnames_1141=Brandenburg
- Human_Surnames_1142=Brandis
- Human_Surnames_1143=Brandow
- Human_Surnames_1144=Brandt
- Human_Surnames_1145=Branigan
- Human_Surnames_1146=Brannigan
- Human_Surnames_1147=Branning
- Human_Surnames_1148=Branson
- Human_Surnames_1149=Brant
- Human_Surnames_1150=Brantner
- Human_Surnames_1151=Brasel
- Human_Surnames_1152=Brasher
- Human_Surnames_1153=Bratanek
- Human_Surnames_1154=Bratten
- Human_Surnames_1155=Brault
- Human_Surnames_1156=Braverman
- Human_Surnames_1157=Braxton
- Human_Surnames_1158=Brayson
- Human_Surnames_1159=Brazier
- Human_Surnames_1160=Breckenridge
- Human_Surnames_1161=Brehmer
- Human_Surnames_1162=Brekke
- Human_Surnames_1163=Bremner
- Human_Surnames_1164=Brendel
- Human_Surnames_1165=Brent
- Human_Surnames_1166=Brentano
- Human_Surnames_1167=Breon
- Human_Surnames_1168=Breslin
- Human_Surnames_1169=Bressler
- Human_Surnames_1170=Brett
- Human_Surnames_1171=Brewer
- Human_Surnames_1172=Brewster
- Human_Surnames_1173=Breyer
- Human_Surnames_1174=Breytenbach
- Human_Surnames_1175=Briand
- Human_Surnames_1176=Briar
- Human_Surnames_1177=Brickley
- Human_Surnames_1178=Brickner
- Human_Surnames_1179=Bridges
- Human_Surnames_1180=Briganti
- Human_Surnames_1181=Briggs
- Human_Surnames_1182=Brighton
- Human_Surnames_1183=Brillhart
- Human_Surnames_1184=Brimer
- Human_Surnames_1185=Brindle
- Human_Surnames_1186=Brink
- Human_Surnames_1187=Brinkerhoff
- Human_Surnames_1188=Brinkley
- Human_Surnames_1189=Briscoe
- Human_Surnames_1190=Brissette
- Human_Surnames_1191=Bristow
- Human_Surnames_1192=Britton
- Human_Surnames_1193=Brixton
- Human_Surnames_1194=Broad
- Human_Surnames_1195=Brocato
- Human_Surnames_1196=Brochard
- Human_Surnames_1197=Brock
- Human_Surnames_1198=Brockmeyer
- Human_Surnames_1199=Brockway
- Human_Surnames_1200=Brode
- Human_Surnames_1201=Brodie
- Human_Surnames_1202=Bronson
- Human_Surnames_1203=Bronte
- Human_Surnames_1204=Brooker
- Human_Surnames_1205=Brookhart
- Human_Surnames_1206=Brookings
- Human_Surnames_1207=Brooks
- Human_Surnames_1208=Brophy
- Human_Surnames_1209=Bross
- Human_Surnames_1210=Brotkopf
- Human_Surnames_1211=Broughton
- Human_Surnames_1212=Broward
- Human_Surnames_1213=Brown
- Human_Surnames_1214=Brownfield
- Human_Surnames_1215=Browning
- Human_Surnames_1216=Broz
- Human_Surnames_1217=Brubaker
- Human_Surnames_1218=Brucker
- Human_Surnames_1219=Bruhn
- Human_Surnames_1220=Brumbaugh
- Human_Surnames_1221=Brumley
- Human_Surnames_1222=Brummel
- Human_Surnames_1223=Brunetti
- Human_Surnames_1224=Brungardt
- Human_Surnames_1225=Brunk
- Human_Surnames_1226=Brunson
- Human_Surnames_1227=Bryant
- Human_Surnames_1228=Bryce
- Human_Surnames_1229=Bryer
- Human_Surnames_1230=Bucci
- Human_Surnames_1231=Buchanan
- Human_Surnames_1232=Bucher
- Human_Surnames_1233=Buchholtz
- Human_Surnames_1234=Bucio
- Human_Surnames_1235=Buckler
- Human_Surnames_1236=Buckley
- Human_Surnames_1237=Buckner
- Human_Surnames_1238=Budai
- Human_Surnames_1239=Budnick
- Human_Surnames_1240=Budzinski
- Human_Surnames_1241=Buelna
- Human_Surnames_1242=Buendia
- Human_Surnames_1243=Buerger
- Human_Surnames_1244=Bufford
- Human_Surnames_1245=Bugbee
- Human_Surnames_1246=Buhari
- Human_Surnames_1247=Buhler
- Human_Surnames_1248=Buisson
- Human_Surnames_1249=Bukowski
- Human_Surnames_1250=Bulgakov
- Human_Surnames_1251=Bullard
- Human_Surnames_1252=Bullock
- Human_Surnames_1253=Bunch
- Human_Surnames_1254=Bundy
- Human_Surnames_1255=Bunker
- Human_Surnames_1256=Bunsen
- Human_Surnames_1257=Burba
- Human_Surnames_1258=Burbage
- Human_Surnames_1259=Burbank
- Human_Surnames_1260=Burch
- Human_Surnames_1261=Burchard
- Human_Surnames_1262=Burchell
- Human_Surnames_1263=Burdette
- Human_Surnames_1264=Burel
- Human_Surnames_1265=Buresh
- Human_Surnames_1266=Burkart
- Human_Surnames_1267=Burke
- Human_Surnames_1268=Burlingham
- Human_Surnames_1269=Burnett
- Human_Surnames_1270=Burns
- Human_Surnames_1271=Burnside
- Human_Surnames_1272=Burrell
- Human_Surnames_1273=Burrough
- Human_Surnames_1274=Burrows
- Human_Surnames_1275=Burton
- Human_Surnames_1276=Burwell
- Human_Surnames_1277=Burzynski
- Human_Surnames_1278=Busby
- Human_Surnames_1279=Bushnell
- Human_Surnames_1280=Bustillo
- Human_Surnames_1281=Buterbaugh
- Human_Surnames_1282=Butler
- Human_Surnames_1283=Butner
- Human_Surnames_1284=Butterfield
- Human_Surnames_1285=Byeon
- Human_Surnames_1286=Byers
- Human_Surnames_1287=Byng
- Human_Surnames_1288=Byram
- Human_Surnames_1289=Byrd
- Human_Surnames_1290=Byron
- Human_Surnames_1291=Caba
- Human_Surnames_1292=Caballero
- Human_Surnames_1293=Caban
- Human_Surnames_1294=Cabe
- Human_Surnames_1295=Cabello
- Human_Surnames_1296=Cabot
- Human_Surnames_1297=Cacho
- Human_Surnames_1298=Caddell
- Human_Surnames_1299=Cadena
- Human_Surnames_1300=Cadman
- Human_Surnames_1301=Cadwell
- Human_Surnames_1302=Cafaro
- Human_Surnames_1303=Caffrey
- Human_Surnames_1304=Cage
- Human_Surnames_1305=Caggiano
- Human_Surnames_1306=Cagney
- Human_Surnames_1307=Cahill
- Human_Surnames_1308=Caine
- Human_Surnames_1309=Calabrese
- Human_Surnames_1310=Calabro
- Human_Surnames_1311=Calahan
- Human_Surnames_1312=Calderon
- Human_Surnames_1313=Caldwell
- Human_Surnames_1314=Calero
- Human_Surnames_1315=Calfee
- Human_Surnames_1316=Calhoon
- Human_Surnames_1317=Caliendo
- Human_Surnames_1318=Calix
- Human_Surnames_1319=Callahan
- Human_Surnames_1320=Callaway
- Human_Surnames_1321=Callow
- Human_Surnames_1322=Calloway
- Human_Surnames_1323=Calo
- Human_Surnames_1324=Calton
- Human_Surnames_1325=Calvo
- Human_Surnames_1326=Calzada
- Human_Surnames_1327=Camacho
- Human_Surnames_1328=Camarillo
- Human_Surnames_1329=Cambra
- Human_Surnames_1330=Camden
- Human_Surnames_1331=Cameron
- Human_Surnames_1332=Campanelli
- Human_Surnames_1333=Campo
- Human_Surnames_1334=Cancino
- Human_Surnames_1335=Candela
- Human_Surnames_1336=Cane
- Human_Surnames_1337=Cannata
- Human_Surnames_1338=Canning
- Human_Surnames_1339=Cannon
- Human_Surnames_1340=Canter
- Human_Surnames_1341=Cantley
- Human_Surnames_1342=Canton
- Human_Surnames_1343=Cantrell
- Human_Surnames_1344=Cantwell
- Human_Surnames_1345=Cao
- Human_Surnames_1346=Capasso
- Human_Surnames_1347=Capehart
- Human_Surnames_1348=Capelle
- Human_Surnames_1349=Caperton
- Human_Surnames_1350=Capistran
- Human_Surnames_1351=Capizzi
- Human_Surnames_1352=Caplan
- Human_Surnames_1353=Capon
- Human_Surnames_1354=Cappiello
- Human_Surnames_1355=Caprell
- Human_Surnames_1356=Caraballo
- Human_Surnames_1357=Caraveo
- Human_Surnames_1358=Caraway
- Human_Surnames_1359=Carbaugh
- Human_Surnames_1360=Carbone
- Human_Surnames_1361=Carden
- Human_Surnames_1362=Cardew
- Human_Surnames_1363=Cardillo
- Human_Surnames_1364=Cardoza
- Human_Surnames_1365=Cargill
- Human_Surnames_1366=Carini
- Human_Surnames_1367=Carlberg
- Human_Surnames_1368=Carlin
- Human_Surnames_1369=Carlisle
- Human_Surnames_1370=Carlson
- Human_Surnames_1371=Carlstrom
- Human_Surnames_1372=Carlucci
- Human_Surnames_1373=Carmadie
- Human_Surnames_1374=Carmichael
- Human_Surnames_1375=Carnegie
- Human_Surnames_1376=Carollo
- Human_Surnames_1377=Carpenter
- Human_Surnames_1378=Carpino
- Human_Surnames_1379=Carr
- Human_Surnames_1380=Carranza
- Human_Surnames_1381=Carraway
- Human_Surnames_1382=Carrell
- Human_Surnames_1383=Carreon
- Human_Surnames_1384=Carrey
- Human_Surnames_1385=Carrigan
- Human_Surnames_1386=Carrington
- Human_Surnames_1387=Carson
- Human_Surnames_1388=Carstens
- Human_Surnames_1389=Carter
- Human_Surnames_1390=Cartwright
- Human_Surnames_1391=Carver
- Human_Surnames_1392=Casado
- Human_Surnames_1393=Casady
- Human_Surnames_1394=Casey
- Human_Surnames_1395=Casler
- Human_Surnames_1396=Casner
- Human_Surnames_1397=Caso
- Human_Surnames_1398=Cass
- Human_Surnames_1399=Cassano
- Human_Surnames_1400=Cassara
- Human_Surnames_1401=Cassell
- Human_Surnames_1402=Cassidy
- Human_Surnames_1403=Castaldo
- Human_Surnames_1404=Castaneda
- Human_Surnames_1405=Castano
- Human_Surnames_1406=Castellano
- Human_Surnames_1407=Castelo
- Human_Surnames_1408=Caster
- Human_Surnames_1409=Castillo
- Human_Surnames_1410=Castle
- Human_Surnames_1411=Castner
- Human_Surnames_1412=Castorena
- Human_Surnames_1413=Caswell
- Human_Surnames_1414=Catano
- Human_Surnames_1415=Cathcart
- Human_Surnames_1416=Catlett
- Human_Surnames_1417=Cato
- Human_Surnames_1418=Catron
- Human_Surnames_1419=Caudell
- Human_Surnames_1420=Caudillo
- Human_Surnames_1421=Caufield
- Human_Surnames_1422=Cavaliere
- Human_Surnames_1423=Cavallaro
- Human_Surnames_1424=Cavanaugh
- Human_Surnames_1425=Cavazos
- Human_Surnames_1426=Cavendish
- Human_Surnames_1427=Caverly
- Human_Surnames_1428=Cavitt
- Human_Surnames_1429=Caxton
- Human_Surnames_1430=Cella
- Human_Surnames_1431=Cepero
- Human_Surnames_1432=Cera
- Human_Surnames_1433=Cerezo
- Human_Surnames_1434=Cerny
- Human_Surnames_1435=Cerrato
- Human_Surnames_1436=Cerrone
- Human_Surnames_1437=Cervantes
- Human_Surnames_1438=Cesario
- Human_Surnames_1439=Chabbria
- Human_Surnames_1440=Chace
- Human_Surnames_1441=Chacko
- Human_Surnames_1442=Chadalavada
- Human_Surnames_1443=Chadwick
- Human_Surnames_1444=Chaffee
- Human_Surnames_1445=Chagoya
- Human_Surnames_1446=Chaisson
- Human_Surnames_1447=Chalk
- Human_Surnames_1448=Chamberlin
- Human_Surnames_1449=Chambers
- Human_Surnames_1450=Champlain
- Human_Surnames_1451=Chan
- Human_Surnames_1452=Chancey
- Human_Surnames_1453=Chandler
- Human_Surnames_1454=Chandra
- Human_Surnames_1455=Chang
- Human_Surnames_1456=Channing
- Human_Surnames_1457=Chao
- Human_Surnames_1458=Chaphekar
- Human_Surnames_1459=Chaplin
- Human_Surnames_1460=Chapling
- Human_Surnames_1461=Chapman
- Human_Surnames_1462=Chappel
- Human_Surnames_1463=Chappelle
- Human_Surnames_1464=Charmaine
- Human_Surnames_1465=Charron
- Human_Surnames_1466=Charter
- Human_Surnames_1467=Chase
- Human_Surnames_1468=Chastain
- Human_Surnames_1469=Chateau
- Human_Surnames_1470=Chatfield
- Human_Surnames_1471=Chatterjee
- Human_Surnames_1472=Chau
- Human_Surnames_1473=Chaucer
- Human_Surnames_1474=Chauhan
- Human_Surnames_1475=Chauncey
- Human_Surnames_1476=Chauvet
- Human_Surnames_1477=Chavarria
- Human_Surnames_1478=Chavez
- Human_Surnames_1479=Che
- Human_Surnames_1480=Cheadle
- Human_Surnames_1481=Cheever
- Human_Surnames_1482=Chen
- Human_Surnames_1483=Cheng
- Human_Surnames_1484=Chengyu
- Human_Surnames_1485=Chenoweth
- Human_Surnames_1486=Cheong
- Human_Surnames_1487=Cheramie
- Human_Surnames_1488=Cherian
- Human_Surnames_1489=Chernov
- Human_Surnames_1490=Chesney
- Human_Surnames_1491=Chesnut
- Human_Surnames_1492=Chester
- Human_Surnames_1493=Cheswick
- Human_Surnames_1494=Chevalier
- Human_Surnames_1495=Chevez
- Human_Surnames_1496=Chien
- Human_Surnames_1497=Chikamoto
- Human_Surnames_1498=Childers
- Human_Surnames_1499=Chilton
- Human_Surnames_1500=Chin
- Human_Surnames_1501=Ching
- Human_Surnames_1502=Chino
- Human_Surnames_1503=Chiron
- Human_Surnames_1504=Chisholm
- Human_Surnames_1505=Chisum
- Human_Surnames_1506=Chittum
- Human_Surnames_1507=Cho
- Human_Surnames_1508=Chock
- Human_Surnames_1509=Choi
- Human_Surnames_1510=Choksi
- Human_Surnames_1511=Chomsky
- Human_Surnames_1512=Chong
- Human_Surnames_1513=Chopin
- Human_Surnames_1514=Chopra
- Human_Surnames_1515=Chow
- Human_Surnames_1516=Choy
- Human_Surnames_1517=Chu
- Human_Surnames_1518=Chubb
- Human_Surnames_1519=Chumley
- Human_Surnames_1520=Chun
- Human_Surnames_1521=Chung
- Human_Surnames_1522=Chupp
- Human_Surnames_1523=Churchill
- Human_Surnames_1524=Ciaccio
- Human_Surnames_1525=Cianci
- Human_Surnames_1526=Ciesla
- Human_Surnames_1527=Cikanowick
- Human_Surnames_1528=Cimino
- Human_Surnames_1529=Cincotta
- Human_Surnames_1530=Cintron
- Human_Surnames_1531=Ciotti
- Human_Surnames_1532=Cipriani
- Human_Surnames_1533=Cirino
- Human_Surnames_1534=Claggett
- Human_Surnames_1535=Claiborne
- Human_Surnames_1536=Clairmont
- Human_Surnames_1537=Clancy
- Human_Surnames_1538=Clapman
- Human_Surnames_1539=Clapper
- Human_Surnames_1540=Clarke
- Human_Surnames_1541=Clarkson
- Human_Surnames_1542=Clatterbuck
- Human_Surnames_1543=Claudel
- Human_Surnames_1544=Clause
- Human_Surnames_1545=Claussen
- Human_Surnames_1546=Claxton
- Human_Surnames_1547=Clay
- Human_Surnames_1548=Clayborn
- Human_Surnames_1549=Clayden
- Human_Surnames_1550=Claypool
- Human_Surnames_1551=Clayton
- Human_Surnames_1552=Cleary
- Human_Surnames_1553=Cleese
- Human_Surnames_1554=Cleghorn
- Human_Surnames_1555=Clemente
- Human_Surnames_1556=Clements
- Human_Surnames_1557=Clemons
- Human_Surnames_1558=Clifton
- Human_Surnames_1559=Cline
- Human_Surnames_1560=Clinger
- Human_Surnames_1561=Clingerman
- Human_Surnames_1562=Clinton
- Human_Surnames_1563=Clodfelter
- Human_Surnames_1564=Clover
- Human_Surnames_1565=Clyburn
- Human_Surnames_1566=Clyne
- Human_Surnames_1567=Cobb
- Human_Surnames_1568=Cochran
- Human_Surnames_1569=Codington
- Human_Surnames_1570=Cody
- Human_Surnames_1571=Coen
- Human_Surnames_1572=Coffer
- Human_Surnames_1573=Coffield
- Human_Surnames_1574=Cogan
- Human_Surnames_1575=Cogburn
- Human_Surnames_1576=Coggins
- Human_Surnames_1577=Cogswell
- Human_Surnames_1578=Cohen
- Human_Surnames_1579=Colbert
- Human_Surnames_1580=Colby
- Human_Surnames_1581=Coldwell
- Human_Surnames_1582=Cole
- Human_Surnames_1583=Coleman
- Human_Surnames_1584=Coletta
- Human_Surnames_1585=Colfax
- Human_Surnames_1586=Collado
- Human_Surnames_1587=Colletti
- Human_Surnames_1588=Collier
- Human_Surnames_1589=Colligan
- Human_Surnames_1590=Collins
- Human_Surnames_1591=Collinsworth
- Human_Surnames_1592=Colmenero
- Human_Surnames_1593=Colson
- Human_Surnames_1594=Colt
- Human_Surnames_1595=Colton
- Human_Surnames_1596=Coltrane
- Human_Surnames_1597=Colucci
- Human_Surnames_1598=Columbus
- Human_Surnames_1599=Colvard
- Human_Surnames_1600=Combes
- Human_Surnames_1601=Combrink
- Human_Surnames_1602=Comeaux
- Human_Surnames_1603=Comfort
- Human_Surnames_1604=Compton
- Human_Surnames_1605=Comstock
- Human_Surnames_1606=Conard
- Human_Surnames_1607=Conejo
- Human_Surnames_1608=Coney
- Human_Surnames_1609=Cong
- Human_Surnames_1610=Conkle
- Human_Surnames_1611=Conlee
- Human_Surnames_1612=Connelly
- Human_Surnames_1613=Connors
- Human_Surnames_1614=Conover
- Human_Surnames_1615=Conrad
- Human_Surnames_1616=Constantino
- Human_Surnames_1617=Contino
- Human_Surnames_1618=Contreras
- Human_Surnames_1619=Conway
- Human_Surnames_1620=Coogan
- Human_Surnames_1621=Cook
- Human_Surnames_1622=Coolidge
- Human_Surnames_1623=Cooper
- Human_Surnames_1624=Cooperman
- Human_Surnames_1625=Copeland
- Human_Surnames_1626=Copenhaver
- Human_Surnames_1627=Copley
- Human_Surnames_1628=Coplin
- Human_Surnames_1629=Copperfield
- Human_Surnames_1630=Corado
- Human_Surnames_1631=Corbin
- Human_Surnames_1632=Corbo
- Human_Surnames_1633=Corchado
- Human_Surnames_1634=Cordaro
- Human_Surnames_1635=Cordero
- Human_Surnames_1636=Cordova
- Human_Surnames_1637=Corgan
- Human_Surnames_1638=Corker
- Human_Surnames_1639=Corley
- Human_Surnames_1640=Cormack
- Human_Surnames_1641=Corman
- Human_Surnames_1642=Cornelius
- Human_Surnames_1643=Cornell
- Human_Surnames_1644=Corning
- Human_Surnames_1645=Corral
- Human_Surnames_1646=Correa
- Human_Surnames_1647=Corrigan
- Human_Surnames_1648=Cortez
- Human_Surnames_1649=Corvin
- Human_Surnames_1650=Corzo
- Human_Surnames_1651=Cosentino
- Human_Surnames_1652=Cosgrove
- Human_Surnames_1653=Costa
- Human_Surnames_1654=Costello
- Human_Surnames_1655=Costigan
- Human_Surnames_1656=Costilla
- Human_Surnames_1657=Costlow
- Human_Surnames_1658=Cotner
- Human_Surnames_1659=Cotto
- Human_Surnames_1660=Cottonwood
- Human_Surnames_1661=Coughlin
- Human_Surnames_1662=Council
- Human_Surnames_1663=Countryman
- Human_Surnames_1664=Courson
- Human_Surnames_1665=Court
- Human_Surnames_1666=Courtright
- Human_Surnames_1667=Cousar
- Human_Surnames_1668=Cousin
- Human_Surnames_1669=Coutant
- Human_Surnames_1670=Coutts
- Human_Surnames_1671=Couturier
- Human_Surnames_1672=Covell
- Human_Surnames_1673=Coverdale
- Human_Surnames_1674=Covey
- Human_Surnames_1675=Coviello
- Human_Surnames_1676=Covington
- Human_Surnames_1677=Cowell
- Human_Surnames_1678=Cowen
- Human_Surnames_1679=Cowley
- Human_Surnames_1680=Cowling
- Human_Surnames_1681=Cox
- Human_Surnames_1682=Cozad
- Human_Surnames_1683=Cozza
- Human_Surnames_1684=Crabb
- Human_Surnames_1685=Crabtree
- Human_Surnames_1686=Crader
- Human_Surnames_1687=Craft
- Human_Surnames_1688=Craine
- Human_Surnames_1689=Crampton
- Human_Surnames_1690=Crandell
- Human_Surnames_1691=Crane
- Human_Surnames_1692=Cranford
- Human_Surnames_1693=Cranston
- Human_Surnames_1694=Craven
- Human_Surnames_1695=Craw
- Human_Surnames_1696=Crawford
- Human_Surnames_1697=Cray
- Human_Surnames_1698=Crayton
- Human_Surnames_1699=Creed
- Human_Surnames_1700=Creek
- Human_Surnames_1701=Creighton
- Human_Surnames_1702=Crenshaw
- Human_Surnames_1703=Crespin
- Human_Surnames_1704=Creswell
- Human_Surnames_1705=Crews
- Human_Surnames_1706=Cribb
- Human_Surnames_1707=Crichton
- Human_Surnames_1708=Crider
- Human_Surnames_1709=Crigler
- Human_Surnames_1710=Criollo
- Human_Surnames_1711=Crisp
- Human_Surnames_1712=Critchfield
- Human_Surnames_1713=Critelli
- Human_Surnames_1714=Crivello
- Human_Surnames_1715=Crocker
- Human_Surnames_1716=Crockett
- Human_Surnames_1717=Croft
- Human_Surnames_1718=Croghan
- Human_Surnames_1719=Croll
- Human_Surnames_1720=Cromwell
- Human_Surnames_1721=Cronin
- Human_Surnames_1722=Cronk
- Human_Surnames_1723=Cropp
- Human_Surnames_1724=Cropper
- Human_Surnames_1725=Crosby
- Human_Surnames_1726=Croskey
- Human_Surnames_1727=Crossdale
- Human_Surnames_1728=Croston
- Human_Surnames_1729=Croucher
- Human_Surnames_1730=Crowder
- Human_Surnames_1731=Crowe
- Human_Surnames_1732=Crowley
- Human_Surnames_1733=Croxton
- Human_Surnames_1734=Croy
- Human_Surnames_1735=Crudup
- Human_Surnames_1736=Crull
- Human_Surnames_1737=Crumb
- Human_Surnames_1738=Crumbley
- Human_Surnames_1739=Crumpler
- Human_Surnames_1740=Crusoe
- Human_Surnames_1741=Crutchfield
- Human_Surnames_1742=Cruz
- Human_Surnames_1743=Crystal
- Human_Surnames_1744=Cuadrado
- Human_Surnames_1745=Cubero
- Human_Surnames_1746=Cuccia
- Human_Surnames_1747=Cuddy
- Human_Surnames_1748=Cuello
- Human_Surnames_1749=Cuervo
- Human_Surnames_1750=Cuesta
- Human_Surnames_1751=Cuevas
- Human_Surnames_1752=Culberson
- Human_Surnames_1753=Culbert
- Human_Surnames_1754=Cullen
- Human_Surnames_1755=Culligan
- Human_Surnames_1756=Cullum
- Human_Surnames_1757=Cully
- Human_Surnames_1758=Culpepper
- Human_Surnames_1759=Culver
- Human_Surnames_1760=Cumberland
- Human_Surnames_1761=Cunniff
- Human_Surnames_1762=Cunningham
- Human_Surnames_1763=Cuomo
- Human_Surnames_1764=Curley
- Human_Surnames_1765=Currin
- Human_Surnames_1766=Curtis
- Human_Surnames_1767=Curzon
- Human_Surnames_1768=Cushing
- Human_Surnames_1769=Cutler
- Human_Surnames_1770=Cutter
- Human_Surnames_1771=Cyrus
- Human_Surnames_1772=Czaja
- Human_Surnames_1773=Czajkowski
- Human_Surnames_1774=Czumak
- Human_Surnames_1775=Dabney
- Human_Surnames_1776=Dabrowski
- Human_Surnames_1777=Dabson
- Human_Surnames_1778=Dacanay
- Human_Surnames_1779=Dacosta
- Human_Surnames_1780=Dacruz
- Human_Surnames_1781=Dade
- Human_Surnames_1782=Daffey
- Human_Surnames_1783=Dafoe
- Human_Surnames_1784=Daggett
- Human_Surnames_1785=Dagostino
- Human_Surnames_1786=Dahal
- Human_Surnames_1787=Dahl
- Human_Surnames_1788=Dahlgren
- Human_Surnames_1789=Dahlquist
- Human_Surnames_1790=Dahlstrom
- Human_Surnames_1791=Dai
- Human_Surnames_1792=Daicho
- Human_Surnames_1793=Daido
- Human_Surnames_1794=Daijo
- Human_Surnames_1795=Daily
- Human_Surnames_1796=Daitoku
- Human_Surnames_1797=Daiwa
- Human_Surnames_1798=Daiyo
- Human_Surnames_1799=Dakin
- Human_Surnames_1800=Dalal
- Human_Surnames_1801=Dalby
- Human_Surnames_1802=Dale
- Human_Surnames_1803=Dallas
- Human_Surnames_1804=Dalton
- Human_Surnames_1805=Dalvi
- Human_Surnames_1806=Damato
- Human_Surnames_1807=Damelio
- Human_Surnames_1808=Damiani
- Human_Surnames_1809=Damico
- Human_Surnames_1810=Damon
- Human_Surnames_1811=Danford
- Human_Surnames_1812=Dangel
- Human_Surnames_1813=Dangler
- Human_Surnames_1814=Daniels
- Human_Surnames_1815=Danielson
- Human_Surnames_1816=Danjuma
- Human_Surnames_1817=Danko
- Human_Surnames_1818=Danley
- Human_Surnames_1819=Danner
- Human_Surnames_1820=Dansby
- Human_Surnames_1821=Dantzler
- Human_Surnames_1822=Danvers
- Human_Surnames_1823=Darby
- Human_Surnames_1824=Darcy
- Human_Surnames_1825=Dare
- Human_Surnames_1826=Darji
- Human_Surnames_1827=Darling
- Human_Surnames_1828=Darnell
- Human_Surnames_1829=Darosa
- Human_Surnames_1830=Darrington
- Human_Surnames_1831=Darrow
- Human_Surnames_1832=Dartez
- Human_Surnames_1833=Darwin
- Human_Surnames_1834=Dasgupta
- Human_Surnames_1835=Dasilva
- Human_Surnames_1836=Dass
- Human_Surnames_1837=Daswani
- Human_Surnames_1838=Daugherty
- Human_Surnames_1839=Daulton
- Human_Surnames_1840=Davanzo
- Human_Surnames_1841=Davenport
- Human_Surnames_1842=Davidson
- Human_Surnames_1843=Davies
- Human_Surnames_1844=Davis
- Human_Surnames_1845=Dawes
- Human_Surnames_1846=Dawkins
- Human_Surnames_1847=Dawley
- Human_Surnames_1848=Dawson
- Human_Surnames_1849=Day
- Human_Surnames_1850=Dayton
- Human_Surnames_1851=Deacon
- Human_Surnames_1852=Deaton
- Human_Surnames_1853=Decarlo
- Human_Surnames_1854=Deckard
- Human_Surnames_1855=Decker
- Human_Surnames_1856=Decosta
- Human_Surnames_1857=Deegan
- Human_Surnames_1858=Deepak
- Human_Surnames_1859=Defoe
- Human_Surnames_1860=Degawa
- Human_Surnames_1861=Deguzman
- Human_Surnames_1862=Dehart
- Human_Surnames_1863=Deighton
- Human_Surnames_1864=Dejong
- Human_Surnames_1865=Delacruz
- Human_Surnames_1866=Delaney
- Human_Surnames_1867=Delapaz
- Human_Surnames_1868=Delaporte
- Human_Surnames_1869=Delarosa
- Human_Surnames_1870=Deleon
- Human_Surnames_1871=Delgado
- Human_Surnames_1872=Delk
- Human_Surnames_1873=Dellucci
- Human_Surnames_1874=Delmas
- Human_Surnames_1875=Delmundo
- Human_Surnames_1876=Delong
- Human_Surnames_1877=Delorenzo
- Human_Surnames_1878=Delport
- Human_Surnames_1879=Delrio
- Human_Surnames_1880=Deltoro
- Human_Surnames_1881=Deluca
- Human_Surnames_1882=Deluna
- Human_Surnames_1883=Demarco
- Human_Surnames_1884=Dempsey
- Human_Surnames_1885=Dendy
- Human_Surnames_1886=Denham
- Human_Surnames_1887=Denholm
- Human_Surnames_1888=Dent
- Human_Surnames_1889=Denton
- Human_Surnames_1890=Denver
- Human_Surnames_1891=Depalma
- Human_Surnames_1892=Dermott
- Human_Surnames_1893=Derosa
- Human_Surnames_1894=Derrien
- Human_Surnames_1895=Desai
- Human_Surnames_1896=Desbois
- Human_Surnames_1897=Deshi
- Human_Surnames_1898=Deshima
- Human_Surnames_1899=Deshimaru
- Human_Surnames_1900=Desilva
- Human_Surnames_1901=Desmet
- Human_Surnames_1902=Desouza
- Human_Surnames_1903=Destefano
- Human_Surnames_1904=Destin
- Human_Surnames_1905=Detweiler
- Human_Surnames_1906=Deutsch
- Human_Surnames_1907=Devadiga
- Human_Surnames_1908=Devall
- Human_Surnames_1909=Devan
- Human_Surnames_1910=Devaux
- Human_Surnames_1911=Devera
- Human_Surnames_1912=Devereaux
- Human_Surnames_1913=Deville
- Human_Surnames_1914=Devin
- Human_Surnames_1915=Devitt
- Human_Surnames_1916=Devlin
- Human_Surnames_1917=Devore
- Human_Surnames_1918=Devos
- Human_Surnames_1919=Dewalt
- Human_Surnames_1920=Dewberry
- Human_Surnames_1921=Dewey
- Human_Surnames_1922=Dewitt
- Human_Surnames_1923=Dezaki
- Human_Surnames_1924=Dhaliwal
- Human_Surnames_1925=Dhawan
- Human_Surnames_1926=Dhoni
- Human_Surnames_1927=Dhumal
- Human_Surnames_1928=Diamond
- Human_Surnames_1929=Dibben
- Human_Surnames_1930=Dibbles
- Human_Surnames_1931=Dicarlo
- Human_Surnames_1932=Dickens
- Human_Surnames_1933=Dickenson
- Human_Surnames_1934=Dickerson
- Human_Surnames_1935=Diedrich
- Human_Surnames_1936=Diez
- Human_Surnames_1937=Digby
- Human_Surnames_1938=Diggles
- Human_Surnames_1939=Diggs
- Human_Surnames_1940=Dillard
- Human_Surnames_1941=Dillinger
- Human_Surnames_1942=Dillon
- Human_Surnames_1943=Dilorenzo
- Human_Surnames_1944=Dilworth
- Human_Surnames_1945=Dimaggio
- Human_Surnames_1946=Dimarco
- Human_Surnames_1947=Dimopoulos
- Human_Surnames_1948=Dinardo
- Human_Surnames_1949=Dinh
- Human_Surnames_1950=Dinklage
- Human_Surnames_1951=Dion
- Human_Surnames_1952=Diorio
- Human_Surnames_1953=Disalvo
- Human_Surnames_1954=Distefano
- Human_Surnames_1955=Dix
- Human_Surnames_1956=Dixit
- Human_Surnames_1957=Dixson
- Human_Surnames_1958=Dobbing
- Human_Surnames_1959=Dobbins
- Human_Surnames_1960=Dobbs
- Human_Surnames_1961=Dobby
- Human_Surnames_1962=Dobson
- Human_Surnames_1963=Dodd
- Human_Surnames_1964=Dodge
- Human_Surnames_1965=Dodgens
- Human_Surnames_1966=Dodson
- Human_Surnames_1967=Doherty
- Human_Surnames_1968=Dohm
- Human_Surnames_1969=Dokgo
- Human_Surnames_1970=Dolan
- Human_Surnames_1971=Dolin
- Human_Surnames_1972=Dolph
- Human_Surnames_1973=Domanski
- Human_Surnames_1974=Dombrowski
- Human_Surnames_1975=Domingo
- Human_Surnames_1976=Dominguez
- Human_Surnames_1977=Donaghy
- Human_Surnames_1978=Donatelli
- Human_Surnames_1979=Donati
- Human_Surnames_1980=Dondero
- Human_Surnames_1981=Doner
- Human_Surnames_1982=Donlan
- Human_Surnames_1983=Donoho
- Human_Surnames_1984=Donovan
- Human_Surnames_1985=Doohan
- Human_Surnames_1986=Doolan
- Human_Surnames_1987=Dooley
- Human_Surnames_1988=Doppler
- Human_Surnames_1989=Dorame
- Human_Surnames_1990=Dorazio
- Human_Surnames_1991=Dorsey
- Human_Surnames_1992=Dougal
- Human_Surnames_1993=Dougan
- Human_Surnames_1994=Douglas
- Human_Surnames_1995=Dover
- Human_Surnames_1996=Dowd
- Human_Surnames_1997=Dowden
- Human_Surnames_1998=Dowdy
- Human_Surnames_1999=Downey
- Human_Surnames_2000=Downing
- Human_Surnames_2001=Downs
- Human_Surnames_2002=Doyle
- Human_Surnames_2003=Drager
- Human_Surnames_2004=Drake
- Human_Surnames_2005=Drakeford
- Human_Surnames_2006=Draper
- Human_Surnames_2007=Dray
- Human_Surnames_2008=Drayton
- Human_Surnames_2009=Drennen
- Human_Surnames_2010=Drescher
- Human_Surnames_2011=Dressel
- Human_Surnames_2012=Drexler
- Human_Surnames_2013=Dreyfus
- Human_Surnames_2014=Driscoll
- Human_Surnames_2015=Driver
- Human_Surnames_2016=Drucker
- Human_Surnames_2017=Drummond
- Human_Surnames_2018=Drury
- Human_Surnames_2019=Dryden
- Human_Surnames_2020=Drysdale
- Human_Surnames_2021=Dubay
- Human_Surnames_2022=Dubinsky
- Human_Surnames_2023=Dubois
- Human_Surnames_2024=Duchamp
- Human_Surnames_2025=Dudeney
- Human_Surnames_2026=Dudley
- Human_Surnames_2027=Duffey
- Human_Surnames_2028=Dufrene
- Human_Surnames_2029=Dugan
- Human_Surnames_2030=Duguay
- Human_Surnames_2031=Duhart
- Human_Surnames_2032=Duke
- Human_Surnames_2033=Dulaney
- Human_Surnames_2034=Dumas
- Human_Surnames_2035=Dumond
- Human_Surnames_2036=Dumont
- Human_Surnames_2037=Dunaway
- Human_Surnames_2038=Dunbar
- Human_Surnames_2039=Duncan
- Human_Surnames_2040=Dunch
- Human_Surnames_2041=Dunfee
- Human_Surnames_2042=Dunford
- Human_Surnames_2043=Dunkelberger
- Human_Surnames_2044=Dunkle
- Human_Surnames_2045=Dunlap
- Human_Surnames_2046=Dunleavy
- Human_Surnames_2047=Dunmire
- Human_Surnames_2048=Dunn
- Human_Surnames_2049=Dunstan
- Human_Surnames_2050=Duong
- Human_Surnames_2051=Dupond
- Human_Surnames_2052=Dupree
- Human_Surnames_2053=Durand
- Human_Surnames_2054=Durden
- Human_Surnames_2055=Durkin
- Human_Surnames_2056=Durso
- Human_Surnames_2057=Dutra
- Human_Surnames_2058=Dutton
- Human_Surnames_2059=Duvall
- Human_Surnames_2060=Dwyer
- Human_Surnames_2061=Dylan
- Human_Surnames_2062=Eagan
- Human_Surnames_2063=Eaker
- Human_Surnames_2064=Eames
- Human_Surnames_2065=Earhart
- Human_Surnames_2066=Earley
- Human_Surnames_2067=Earnhardt
- Human_Surnames_2068=Earnshaw
- Human_Surnames_2069=Earwood
- Human_Surnames_2070=East
- Human_Surnames_2071=Easterly
- Human_Surnames_2072=Eastin
- Human_Surnames_2073=Eastman
- Human_Surnames_2074=Eaton
- Human_Surnames_2075=Ebbert
- Human_Surnames_2076=Eberly
- Human_Surnames_2077=Ebner
- Human_Surnames_2078=Ebrahim
- Human_Surnames_2079=Eckart
- Human_Surnames_2080=Ecklund
- Human_Surnames_2081=Eddington
- Human_Surnames_2082=Edelman
- Human_Surnames_2083=Edgecomb
- Human_Surnames_2084=Edgeworth
- Human_Surnames_2085=Edington
- Human_Surnames_2086=Edler
- Human_Surnames_2087=Edmund
- Human_Surnames_2088=Edmundson
- Human_Surnames_2089=Edogawa
- Human_Surnames_2090=Edsall
- Human_Surnames_2091=Edwards
- Human_Surnames_2092=Effinger
- Human_Surnames_2093=Efird
- Human_Surnames_2094=Egan
- Human_Surnames_2095=Egerton
- Human_Surnames_2096=Eichhorn
- Human_Surnames_2097=Eichler
- Human_Surnames_2098=Eichman
- Human_Surnames_2099=Eidson
- Human_Surnames_2100=Eifert
- Human_Surnames_2101=Einhorn
- Human_Surnames_2102=Eisen
- Human_Surnames_2103=Eisenhauer
- Human_Surnames_2104=Eisenstein
- Human_Surnames_2105=Eisner
- Human_Surnames_2106=Ekstrom
- Human_Surnames_2107=Elamin
- Human_Surnames_2108=Elbaz
- Human_Surnames_2109=Eldridge
- Human_Surnames_2110=Elgin
- Human_Surnames_2111=Elizondo
- Human_Surnames_2112=Elkin
- Human_Surnames_2113=Ellerbee
- Human_Surnames_2114=Ellery
- Human_Surnames_2115=Ellingsworth
- Human_Surnames_2116=Ellington
- Human_Surnames_2117=Ellis
- Human_Surnames_2118=Ellison
- Human_Surnames_2119=Ellwood
- Human_Surnames_2120=Els
- Human_Surnames_2121=Elsayed
- Human_Surnames_2122=Elswick
- Human_Surnames_2123=Embleton
- Human_Surnames_2124=Embrey
- Human_Surnames_2125=Emerick
- Human_Surnames_2126=Emerson
- Human_Surnames_2127=Emery
- Human_Surnames_2128=Emmanuel
- Human_Surnames_2129=Emmett
- Human_Surnames_2130=Endicott
- Human_Surnames_2131=Endo
- Human_Surnames_2132=Endrizzi
- Human_Surnames_2133=Enfield
- Human_Surnames_2134=Engel
- Human_Surnames_2135=Engelman
- Human_Surnames_2136=Engler
- Human_Surnames_2137=Engram
- Human_Surnames_2138=Engstrom
- Human_Surnames_2139=Enoshima
- Human_Surnames_2140=Enright
- Human_Surnames_2141=Enriquez
- Human_Surnames_2142=Ensley
- Human_Surnames_2143=Eppard
- Human_Surnames_2144=Epps
- Human_Surnames_2145=Epstein
- Human_Surnames_2146=Erasmus
- Human_Surnames_2147=Erby
- Human_Surnames_2148=Erickson
- Human_Surnames_2149=Eriksen
- Human_Surnames_2150=Ernst
- Human_Surnames_2151=Erskine
- Human_Surnames_2152=Escalante
- Human_Surnames_2153=Escalera
- Human_Surnames_2154=Eschenbach
- Human_Surnames_2155=Escobar
- Human_Surnames_2156=Eslinger
- Human_Surnames_2157=Esparza
- Human_Surnames_2158=Espejo
- Human_Surnames_2159=Espinoza
- Human_Surnames_2160=Esposito
- Human_Surnames_2161=Essen
- Human_Surnames_2162=Essex
- Human_Surnames_2163=Estacio
- Human_Surnames_2164=Esteban
- Human_Surnames_2165=Estevez
- Human_Surnames_2166=Estrada
- Human_Surnames_2167=Etherton
- Human_Surnames_2168=Ethridge
- Human_Surnames_2169=Etzel
- Human_Surnames_2170=Eubanks
- Human_Surnames_2171=Evans
- Human_Surnames_2172=Everett
- Human_Surnames_2173=Everly
- Human_Surnames_2174=Everson
- Human_Surnames_2175=Exley
- Human_Surnames_2176=Ezura
- Human_Surnames_2177=Fabela
- Human_Surnames_2178=Faber
- Human_Surnames_2179=Fabre
- Human_Surnames_2180=Fackler
- Human_Surnames_2181=Fadden
- Human_Surnames_2182=Fadikar
- Human_Surnames_2183=Fagan
- Human_Surnames_2184=Fahey
- Human_Surnames_2185=Fahringer
- Human_Surnames_2186=Fain
- Human_Surnames_2187=Fairchild
- Human_Surnames_2188=Fairfax
- Human_Surnames_2189=Fairley
- Human_Surnames_2190=Fakier
- Human_Surnames_2191=Falana
- Human_Surnames_2192=Falk
- Human_Surnames_2193=Falkowski
- Human_Surnames_2194=Faller
- Human_Surnames_2195=Fallin
- Human_Surnames_2196=Falls
- Human_Surnames_2197=Fambro
- Human_Surnames_2198=Fanelli
- Human_Surnames_2199=Fankhauser
- Human_Surnames_2200=Fanning
- Human_Surnames_2201=Fannon
- Human_Surnames_2202=Fansekar
- Human_Surnames_2203=Fansler
- Human_Surnames_2204=Fantini
- Human_Surnames_2205=Fanucci
- Human_Surnames_2206=Faraday
- Human_Surnames_2207=Faria
- Human_Surnames_2208=Farish
- Human_Surnames_2209=Farley
- Human_Surnames_2210=Farlow
- Human_Surnames_2211=Farnum
- Human_Surnames_2212=Farooq
- Human_Surnames_2213=Farrah
- Human_Surnames_2214=Farrell
- Human_Surnames_2215=Farren
- Human_Surnames_2216=Farrington
- Human_Surnames_2217=Farris
- Human_Surnames_2218=Farrow
- Human_Surnames_2219=Fatima
- Human_Surnames_2220=Fauntleroy
- Human_Surnames_2221=Fawley
- Human_Surnames_2222=Faxon
- Human_Surnames_2223=Faz
- Human_Surnames_2224=Featherstone
- Human_Surnames_2225=Federico
- Human_Surnames_2226=Feeley
- Human_Surnames_2227=Feeney
- Human_Surnames_2228=Feinberg
- Human_Surnames_2229=Feingold
- Human_Surnames_2230=Feinstein
- Human_Surnames_2231=Feldman
- Human_Surnames_2232=Felix
- Human_Surnames_2233=Felker
- Human_Surnames_2234=Fender
- Human_Surnames_2235=Feng
- Human_Surnames_2236=Fenton
- Human_Surnames_2237=Fenwick
- Human_Surnames_2238=Ferguson
- Human_Surnames_2239=Fermi
- Human_Surnames_2240=Fernandez
- Human_Surnames_2241=Ferrand
- Human_Surnames_2242=Ferrel
- Human_Surnames_2243=Ferretti
- Human_Surnames_2244=Fessler
- Human_Surnames_2245=Fetterman
- Human_Surnames_2246=Fetzer
- Human_Surnames_2247=Fibonacci
- Human_Surnames_2248=Fichtner
- Human_Surnames_2249=Fidler
- Human_Surnames_2250=Fiedler
- Human_Surnames_2251=Fielding
- Human_Surnames_2252=Fields
- Human_Surnames_2253=Figueroa
- Human_Surnames_2254=Filbin
- Human_Surnames_2255=Filipiak
- Human_Surnames_2256=Filkins
- Human_Surnames_2257=Fillion
- Human_Surnames_2258=Fillmore
- Human_Surnames_2259=Finau
- Human_Surnames_2260=Finch
- Human_Surnames_2261=Fincher
- Human_Surnames_2262=Finkel
- Human_Surnames_2263=Finkelstein
- Human_Surnames_2264=Finley
- Human_Surnames_2265=Finnegan
- Human_Surnames_2266=Finney
- Human_Surnames_2267=Finnigan
- Human_Surnames_2268=Fiorentino
- Human_Surnames_2269=Fiorini
- Human_Surnames_2270=Fischbach
- Human_Surnames_2271=Fischer
- Human_Surnames_2272=Fisher
- Human_Surnames_2273=Fisk
- Human_Surnames_2274=Fitch
- Human_Surnames_2275=Fitchley
- Human_Surnames_2276=Fitzgerald
- Human_Surnames_2277=Fitzhugh
- Human_Surnames_2278=Fitzroy
- Human_Surnames_2279=Fizer
- Human_Surnames_2280=Flaherty
- Human_Surnames_2281=Flanery
- Human_Surnames_2282=Flanigan
- Human_Surnames_2283=Flatley
- Human_Surnames_2284=Flaubert
- Human_Surnames_2285=Flavin
- Human_Surnames_2286=Fleetwood
- Human_Surnames_2287=Fleischer
- Human_Surnames_2288=Fleischman
- Human_Surnames_2289=Flemming
- Human_Surnames_2290=Fletcher
- Human_Surnames_2291=Flores
- Human_Surnames_2292=Flowers
- Human_Surnames_2293=Flynn
- Human_Surnames_2294=Flynt
- Human_Surnames_2295=Fogel
- Human_Surnames_2296=Foland
- Human_Surnames_2297=Foley
- Human_Surnames_2298=Fong
- Human_Surnames_2299=Fontaine
- Human_Surnames_2300=Fontana
- Human_Surnames_2301=Forero
- Human_Surnames_2302=Forester
- Human_Surnames_2303=Forrest
- Human_Surnames_2304=Forsyth
- Human_Surnames_2305=Fortner
- Human_Surnames_2306=Fossler
- Human_Surnames_2307=Foster
- Human_Surnames_2308=Foust
- Human_Surnames_2309=Fowler
- Human_Surnames_2310=Fowski
- Human_Surnames_2311=Fox
- Human_Surnames_2312=Foxworth
- Human_Surnames_2313=Foye
- Human_Surnames_2314=Frady
- Human_Surnames_2315=Fraizer
- Human_Surnames_2316=Fraker
- Human_Surnames_2317=Frampton
- Human_Surnames_2318=Francis
- Human_Surnames_2319=Francisco
- Human_Surnames_2320=Franco
- Human_Surnames_2321=Francois
- Human_Surnames_2322=Frankel
- Human_Surnames_2323=Franklin
- Human_Surnames_2324=Franson
- Human_Surnames_2325=Franz
- Human_Surnames_2326=Franzen
- Human_Surnames_2327=Frasier
- Human_Surnames_2328=Fray
- Human_Surnames_2329=Fredericks
- Human_Surnames_2330=Freedman
- Human_Surnames_2331=Fremont
- Human_Surnames_2332=Frenette
- Human_Surnames_2333=Frey
- Human_Surnames_2334=Friberg
- Human_Surnames_2335=Frink
- Human_Surnames_2336=Fritz
- Human_Surnames_2337=Frobisher
- Human_Surnames_2338=Froelich
- Human_Surnames_2339=Froman
- Human_Surnames_2340=Fronk
- Human_Surnames_2341=Frost
- Human_Surnames_2342=Fry
- Human_Surnames_2343=Fu
- Human_Surnames_2344=Fuchizawa
- Human_Surnames_2345=Fuentes
- Human_Surnames_2346=Fuerte
- Human_Surnames_2347=Fujihara
- Human_Surnames_2348=Fujimoto
- Human_Surnames_2349=Fujisaki
- Human_Surnames_2350=Fujita
- Human_Surnames_2351=Fuller
- Human_Surnames_2352=Fullerton
- Human_Surnames_2353=Fulp
- Human_Surnames_2354=Fulton
- Human_Surnames_2355=Funderburg
- Human_Surnames_2356=Furlow
- Human_Surnames_2357=Furst
- Human_Surnames_2358=Fusco
- Human_Surnames_2359=Gabbard
- Human_Surnames_2360=Gabriel
- Human_Surnames_2361=Gackle
- Human_Surnames_2362=Gad
- Human_Surnames_2363=Gadkari
- Human_Surnames_2364=Gaffney
- Human_Surnames_2365=Gage
- Human_Surnames_2366=Gagner
- Human_Surnames_2367=Gainer
- Human_Surnames_2368=Gainey
- Human_Surnames_2369=Gallagher
- Human_Surnames_2370=Galland
- Human_Surnames_2371=Gallardo
- Human_Surnames_2372=Gallaway
- Human_Surnames_2373=Galligan
- Human_Surnames_2374=Gallina
- Human_Surnames_2375=Gallivan
- Human_Surnames_2376=Gallo
- Human_Surnames_2377=Gallucci
- Human_Surnames_2378=Galton
- Human_Surnames_2379=Gamarra
- Human_Surnames_2380=Gambrel
- Human_Surnames_2381=Gamero
- Human_Surnames_2382=Gannon
- Human_Surnames_2383=Gant
- Human_Surnames_2384=Gantz
- Human_Surnames_2385=Garapati
- Human_Surnames_2386=Garbarino
- Human_Surnames_2387=Garcia
- Human_Surnames_2388=Gardner
- Human_Surnames_2389=Garfinkel
- Human_Surnames_2390=Garibay
- Human_Surnames_2391=Garin
- Human_Surnames_2392=Garland
- Human_Surnames_2393=Garlington
- Human_Surnames_2394=Garner
- Human_Surnames_2395=Garnett
- Human_Surnames_2396=Garofalo
- Human_Surnames_2397=Garrett
- Human_Surnames_2398=Garrido
- Human_Surnames_2399=Garrigan
- Human_Surnames_2400=Garrison
- Human_Surnames_2401=Garrity
- Human_Surnames_2402=Garvey
- Human_Surnames_2403=Garvin
- Human_Surnames_2404=Garza
- Human_Surnames_2405=Gaskin
- Human_Surnames_2406=Gaston
- Human_Surnames_2407=Gates
- Human_Surnames_2408=Gatica
- Human_Surnames_2409=Gatz
- Human_Surnames_2410=Gautier
- Human_Surnames_2411=Gawley
- Human_Surnames_2412=Gearhart
- Human_Surnames_2413=Geddes
- Human_Surnames_2414=Gehlot
- Human_Surnames_2415=Gehrig
- Human_Surnames_2416=Geiger
- Human_Surnames_2417=Geise
- Human_Surnames_2418=Geissler
- Human_Surnames_2419=Geller
- Human_Surnames_2420=Gelman
- Human_Surnames_2421=Gencarelli
- Human_Surnames_2422=Gendron
- Human_Surnames_2423=Geng
- Human_Surnames_2424=Gengler
- Human_Surnames_2425=Genin
- Human_Surnames_2426=Genovese
- Human_Surnames_2427=Gentry
- Human_Surnames_2428=Gerhart
- Human_Surnames_2429=Gerken
- Human_Surnames_2430=Gerst
- Human_Surnames_2431=Gerstner
- Human_Surnames_2432=Gertz
- Human_Surnames_2433=Gervasi
- Human_Surnames_2434=Gessler
- Human_Surnames_2435=Getty
- Human_Surnames_2436=Getz
- Human_Surnames_2437=Ghani
- Human_Surnames_2438=Giannetti
- Human_Surnames_2439=Gibbons
- Human_Surnames_2440=Gibbs
- Human_Surnames_2441=Gibney
- Human_Surnames_2442=Gibson
- Human_Surnames_2443=Giesler
- Human_Surnames_2444=Gilbertson
- Human_Surnames_2445=Gilder
- Human_Surnames_2446=Gilford
- Human_Surnames_2447=Gilkerson
- Human_Surnames_2448=Gillam
- Human_Surnames_2449=Gillespie
- Human_Surnames_2450=Gillum
- Human_Surnames_2451=Gilmore
- Human_Surnames_2452=Gilroy
- Human_Surnames_2453=Gilson
- Human_Surnames_2454=Gimbel
- Human_Surnames_2455=Ginsberg
- Human_Surnames_2456=Givens
- Human_Surnames_2457=Gladstone
- Human_Surnames_2458=Glassman
- Human_Surnames_2459=Glauber
- Human_Surnames_2460=Glazier
- Human_Surnames_2461=Gleason
- Human_Surnames_2462=Glickman
- Human_Surnames_2463=Glidewell
- Human_Surnames_2464=Glinka
- Human_Surnames_2465=Glinski
- Human_Surnames_2466=Glover
- Human_Surnames_2467=Goddard
- Human_Surnames_2468=Goering
- Human_Surnames_2469=Goggins
- Human_Surnames_2470=Gohad
- Human_Surnames_2471=Gokey
- Human_Surnames_2472=Goldberg
- Human_Surnames_2473=Goldberger
- Human_Surnames_2474=Goldbloom
- Human_Surnames_2475=Goldenthal
- Human_Surnames_2476=Goldfarb
- Human_Surnames_2477=Goldfeld
- Human_Surnames_2478=Golding
- Human_Surnames_2479=Goldsmith
- Human_Surnames_2480=Golightly
- Human_Surnames_2481=Golovkin
- Human_Surnames_2482=Gomez
- Human_Surnames_2483=Gonzaga
- Human_Surnames_2484=Gooch
- Human_Surnames_2485=Goodall
- Human_Surnames_2486=Goodman
- Human_Surnames_2487=Gopal
- Human_Surnames_2488=Gordillo
- Human_Surnames_2489=Gorham
- Human_Surnames_2490=Goring
- Human_Surnames_2491=Gorman
- Human_Surnames_2492=Gosling
- Human_Surnames_2493=Gossard
- Human_Surnames_2494=Gossett
- Human_Surnames_2495=Gotts
- Human_Surnames_2496=Goulding
- Human_Surnames_2497=Goulet
- Human_Surnames_2498=Govan
- Human_Surnames_2499=Govea
- Human_Surnames_2500=Gowen
- Human_Surnames_2501=Gower
- Human_Surnames_2502=Grabowski
- Human_Surnames_2503=Gracey
- Human_Surnames_2504=Graddy
- Human_Surnames_2505=Graham
- Human_Surnames_2506=Grainger
- Human_Surnames_2507=Granado
- Human_Surnames_2508=Granatelli
- Human_Surnames_2509=Grand
- Human_Surnames_2510=Grant
- Human_Surnames_2511=Graves
- Human_Surnames_2512=Graybill
- Human_Surnames_2513=Grayson
- Human_Surnames_2514=Greaney
- Human_Surnames_2515=Greaves
- Human_Surnames_2516=Greely
- Human_Surnames_2517=Green
- Human_Surnames_2518=Greenblatt
- Human_Surnames_2519=Greenfield
- Human_Surnames_2520=Greenhill
- Human_Surnames_2521=Greenleaf
- Human_Surnames_2522=Greenspan
- Human_Surnames_2523=Grey
- Human_Surnames_2524=Gribble
- Human_Surnames_2525=Griesinger
- Human_Surnames_2526=Griffin
- Human_Surnames_2527=Griffith
- Human_Surnames_2528=Griggs
- Human_Surnames_2529=Grigsby
- Human_Surnames_2530=Grimaldi
- Human_Surnames_2531=Grimes
- Human_Surnames_2532=Grimshaw
- Human_Surnames_2533=Grindle
- Human_Surnames_2534=Grisham
- Human_Surnames_2535=Griswold
- Human_Surnames_2536=Groat
- Human_Surnames_2537=Grochowski
- Human_Surnames_2538=Grogg
- Human_Surnames_2539=Grohl
- Human_Surnames_2540=Gross
- Human_Surnames_2541=Grossman
- Human_Surnames_2542=Groth
- Human_Surnames_2543=Grubbs
- Human_Surnames_2544=Gruber
- Human_Surnames_2545=Grundy
- Human_Surnames_2546=Grunewald
- Human_Surnames_2547=Grymes
- Human_Surnames_2548=Guardado
- Human_Surnames_2549=Guest
- Human_Surnames_2550=Guevarra
- Human_Surnames_2551=Guillermo
- Human_Surnames_2552=Gulati
- Human_Surnames_2553=Gulledge
- Human_Surnames_2554=Gully
- Human_Surnames_2555=Gundersen
- Human_Surnames_2556=Gunning
- Human_Surnames_2557=Gupta
- Human_Surnames_2558=Gurkin
- Human_Surnames_2559=Gurney
- Human_Surnames_2560=Gursahani
- Human_Surnames_2561=Gusman
- Human_Surnames_2562=Gustavson
- Human_Surnames_2563=Gutenberg
- Human_Surnames_2564=Guthrie
- Human_Surnames_2565=Gutierrez
- Human_Surnames_2566=Haas
- Human_Surnames_2567=Habeck
- Human_Surnames_2568=Haber
- Human_Surnames_2569=Haberman
- Human_Surnames_2570=Hackett
- Human_Surnames_2571=Hackley
- Human_Surnames_2572=Hackworth
- Human_Surnames_2573=Hadden
- Human_Surnames_2574=Haddock
- Human_Surnames_2575=Haden
- Human_Surnames_2576=Hadfield
- Human_Surnames_2577=Hadi
- Human_Surnames_2578=Hadley
- Human_Surnames_2579=Hafford
- Human_Surnames_2580=Hagan
- Human_Surnames_2581=Hagerty
- Human_Surnames_2582=Haile
- Human_Surnames_2583=Haines
- Human_Surnames_2584=Haislip
- Human_Surnames_2585=Hajdu
- Human_Surnames_2586=Hajek
- Human_Surnames_2587=Hakim
- Human_Surnames_2588=Hakuta
- Human_Surnames_2589=Halbrook
- Human_Surnames_2590=Hale
- Human_Surnames_2591=Haley
- Human_Surnames_2592=Halford
- Human_Surnames_2593=Hallenbeck
- Human_Surnames_2594=Halpert
- Human_Surnames_2595=Halsted
- Human_Surnames_2596=Hamada
- Human_Surnames_2597=Hamanaka
- Human_Surnames_2598=Hamberg
- Human_Surnames_2599=Hamblin
- Human_Surnames_2600=Hamby
- Human_Surnames_2601=Hamid
- Human_Surnames_2602=Hamilton
- Human_Surnames_2603=Hamlin
- Human_Surnames_2604=Hammill
- Human_Surnames_2605=Hammond
- Human_Surnames_2606=Hampton
- Human_Surnames_2607=Hanaori
- Human_Surnames_2608=Hanawa
- Human_Surnames_2609=Handley
- Human_Surnames_2610=Hanisch
- Human_Surnames_2611=Hankins
- Human_Surnames_2612=Hanley
- Human_Surnames_2613=Hann
- Human_Surnames_2614=Hannigan
- Human_Surnames_2615=Hansen
- Human_Surnames_2616=Hansford
- Human_Surnames_2617=Harada
- Human_Surnames_2618=Haramatsu
- Human_Surnames_2619=Harber
- Human_Surnames_2620=Hardaway
- Human_Surnames_2621=Hardcastle
- Human_Surnames_2622=Harden
- Human_Surnames_2623=Hargrave
- Human_Surnames_2624=Harker
- Human_Surnames_2625=Harkins
- Human_Surnames_2626=Harkness
- Human_Surnames_2627=Harlan
- Human_Surnames_2628=Harlowe
- Human_Surnames_2629=Harper
- Human_Surnames_2630=Harrison
- Human_Surnames_2631=Hart
- Human_Surnames_2632=Hartford
- Human_Surnames_2633=Hartwick
- Human_Surnames_2634=Harville
- Human_Surnames_2635=Harwood
- Human_Surnames_2636=Hashemi
- Human_Surnames_2637=Hashim
- Human_Surnames_2638=Hashmi
- Human_Surnames_2639=Haskell
- Human_Surnames_2640=Haskins
- Human_Surnames_2641=Hasler
- Human_Surnames_2642=Haslett
- Human_Surnames_2643=Hassan
- Human_Surnames_2644=Hastings
- Human_Surnames_2645=Hatcher
- Human_Surnames_2646=Hatchett
- Human_Surnames_2647=Hatfield
- Human_Surnames_2648=Hathaway
- Human_Surnames_2649=Haubert
- Human_Surnames_2650=Hauser
- Human_Surnames_2651=Haver
- Human_Surnames_2652=Hawke
- Human_Surnames_2653=Hawkings
- Human_Surnames_2654=Hawkins
- Human_Surnames_2655=Hawthorne
- Human_Surnames_2656=Hayashi
- Human_Surnames_2657=Hayashida
- Human_Surnames_2658=Hayden
- Human_Surnames_2659=Hayes
- Human_Surnames_2660=Haynes
- Human_Surnames_2661=Hayward
- Human_Surnames_2662=Hayworth
- Human_Surnames_2663=Hazare
- Human_Surnames_2664=Hazeltine
- Human_Surnames_2665=Hazelton
- Human_Surnames_2666=Hazuki
- Human_Surnames_2667=Hearne
- Human_Surnames_2668=Hearst
- Human_Surnames_2669=Hedberg
- Human_Surnames_2670=Hedley
- Human_Surnames_2671=Hefer
- Human_Surnames_2672=Hegarty
- Human_Surnames_2673=Heiberg
- Human_Surnames_2674=Heidecker
- Human_Surnames_2675=Height
- Human_Surnames_2676=Heim
- Human_Surnames_2677=Heineman
- Human_Surnames_2678=Heinrich
- Human_Surnames_2679=Heintz
- Human_Surnames_2680=Heller
- Human_Surnames_2681=Helman
- Human_Surnames_2682=Helms
- Human_Surnames_2683=Hemingway
- Human_Surnames_2684=Hempel
- Human_Surnames_2685=Hemsworth
- Human_Surnames_2686=Henderson
- Human_Surnames_2687=Hendricks
- Human_Surnames_2688=Hendry
- Human_Surnames_2689=Henkle
- Human_Surnames_2690=Hennigan
- Human_Surnames_2691=Henriksen
- Human_Surnames_2692=Henshaw
- Human_Surnames_2693=Hensler
- Human_Surnames_2694=Hepburn
- Human_Surnames_2695=Hepner
- Human_Surnames_2696=Herber
- Human_Surnames_2697=Herbert
- Human_Surnames_2698=Herman
- Human_Surnames_2699=Hernandez
- Human_Surnames_2700=Herschberger
- Human_Surnames_2701=Hershel
- Human_Surnames_2702=Heselton
- Human_Surnames_2703=Heslin
- Human_Surnames_2704=Hessler
- Human_Surnames_2705=Heston
- Human_Surnames_2706=Hetzel
- Human_Surnames_2707=Heung
- Human_Surnames_2708=Hewes
- Human_Surnames_2709=Hewitt
- Human_Surnames_2710=Heyburn
- Human_Surnames_2711=Heyward
- Human_Surnames_2712=Hibbert
- Human_Surnames_2713=Hibble
- Human_Surnames_2714=Hibbs
- Human_Surnames_2715=Hickes
- Human_Surnames_2716=Hidalgo
- Human_Surnames_2717=Hiebert
- Human_Surnames_2718=Hiedler
- Human_Surnames_2719=Higashi
- Human_Surnames_2720=Higgins
- Human_Surnames_2721=Higgs
- Human_Surnames_2722=Highfield
- Human_Surnames_2723=Hight
- Human_Surnames_2724=Hightower
- Human_Surnames_2725=Higuchi
- Human_Surnames_2726=Hikari
- Human_Surnames_2727=Hildebrand
- Human_Surnames_2728=Hilgar
- Human_Surnames_2729=Hillard
- Human_Surnames_2730=Hills
- Human_Surnames_2731=Hindle
- Human_Surnames_2732=Hines
- Human_Surnames_2733=Hinkel
- Human_Surnames_2734=Hinkley
- Human_Surnames_2735=Hirschfeld
- Human_Surnames_2736=Hirwani
- Human_Surnames_2737=Hitch
- Human_Surnames_2738=Hitchens
- Human_Surnames_2739=Hixenbaugh
- Human_Surnames_2740=Hoback
- Human_Surnames_2741=Hobart
- Human_Surnames_2742=Hobbins
- Human_Surnames_2743=Hobbs
- Human_Surnames_2744=Hodder
- Human_Surnames_2745=Hodges
- Human_Surnames_2746=Hodgins
- Human_Surnames_2747=Hoelscher
- Human_Surnames_2748=Hoffer
- Human_Surnames_2749=Hoffman
- Human_Surnames_2750=Hogarth
- Human_Surnames_2751=Hogle
- Human_Surnames_2752=Hoglund
- Human_Surnames_2753=Hohenstein
- Human_Surnames_2754=Holbrook
- Human_Surnames_2755=Holden
- Human_Surnames_2756=Holderfield
- Human_Surnames_2757=Holdridge
- Human_Surnames_2758=Holford
- Human_Surnames_2759=Holiday
- Human_Surnames_2760=Holkar
- Human_Surnames_2761=Holland
- Human_Surnames_2762=Hollaway
- Human_Surnames_2763=Hollenbeck
- Human_Surnames_2764=Hollister
- Human_Surnames_2765=Holmes
- Human_Surnames_2766=Holsinger
- Human_Surnames_2767=Holstein
- Human_Surnames_2768=Holt
- Human_Surnames_2769=Hommel
- Human_Surnames_2770=Honeycutt
- Human_Surnames_2771=Hong
- Human_Surnames_2772=Hooper
- Human_Surnames_2773=Hopewell
- Human_Surnames_2774=Hopkins
- Human_Surnames_2775=Hopper
- Human_Surnames_2776=Hopwood
- Human_Surnames_2777=Horak
- Human_Surnames_2778=Horimoto
- Human_Surnames_2779=Horio
- Human_Surnames_2780=Horner
- Human_Surnames_2781=Hornsby
- Human_Surnames_2782=Horowitz
- Human_Surnames_2783=Horton
- Human_Surnames_2784=Hoshiyama
- Human_Surnames_2785=Hosmer
- Human_Surnames_2786=Hostetter
- Human_Surnames_2787=Houlihan
- Human_Surnames_2788=Houston
- Human_Surnames_2789=Howell
- Human_Surnames_2790=Howser
- Human_Surnames_2791=Hoyle
- Human_Surnames_2792=Hubbard
- Human_Surnames_2793=Hubert
- Human_Surnames_2794=Huckaby
- Human_Surnames_2795=Hudson
- Human_Surnames_2796=Hughes
- Human_Surnames_2797=Hugo
- Human_Surnames_2798=Hukins
- Human_Surnames_2799=Hultgren
- Human_Surnames_2800=Humbert
- Human_Surnames_2801=Humboldt
- Human_Surnames_2802=Hummell
- Human_Surnames_2803=Humphreys
- Human_Surnames_2804=Hunter
- Human_Surnames_2805=Hurley
- Human_Surnames_2806=Hurlock
- Human_Surnames_2807=Hurtado
- Human_Surnames_2808=Hutchins
- Human_Surnames_2809=Huxley
- Human_Surnames_2810=Hyam
- Human_Surnames_2811=Hyde
- Human_Surnames_2812=Hyeong
- Human_Surnames_2813=Hyland
- Human_Surnames_2814=Hymel
- Human_Surnames_2815=Hyrtl
- Human_Surnames_2816=Iannucci
- Human_Surnames_2817=Ianson
- Human_Surnames_2818=Ibanez
- Human_Surnames_2819=Ibarra
- Human_Surnames_2820=Ibbs
- Human_Surnames_2821=Ibison
- Human_Surnames_2822=Ibori
- Human_Surnames_2823=Ibrahim
- Human_Surnames_2824=Ichimura
- Human_Surnames_2825=Idle
- Human_Surnames_2826=Igarashi
- Human_Surnames_2827=Igawa
- Human_Surnames_2828=Iglesias
- Human_Surnames_2829=Ignacio
- Human_Surnames_2830=Ikegami
- Human_Surnames_2831=Imai
- Human_Surnames_2832=Imler
- Human_Surnames_2833=Immelman
- Human_Surnames_2834=Imoto
- Human_Surnames_2835=Impett
- Human_Surnames_2836=Inada
- Human_Surnames_2837=Ingham
- Human_Surnames_2838=Ingram
- Human_Surnames_2839=Ingrassia
- Human_Surnames_2840=Inman
- Human_Surnames_2841=Inskeep
- Human_Surnames_2842=Insley
- Human_Surnames_2843=Iqbal
- Human_Surnames_2844=Ireland
- Human_Surnames_2845=Irion
- Human_Surnames_2846=Irons
- Human_Surnames_2847=Irvine
- Human_Surnames_2848=Irving
- Human_Surnames_2849=Isaacs
- Human_Surnames_2850=Isaacson
- Human_Surnames_2851=Isenberg
- Human_Surnames_2852=Ishida
- Human_Surnames_2853=Ishiguro
- Human_Surnames_2854=Ishihara
- Human_Surnames_2855=Ishimoto
- Human_Surnames_2856=Ishizaki
- Human_Surnames_2857=Isler
- Human_Surnames_2858=Itagaki
- Human_Surnames_2859=Ito
- Human_Surnames_2860=Ivers
- Human_Surnames_2861=Iverson
- Human_Surnames_2862=Ivery
- Human_Surnames_2863=Ives
- Human_Surnames_2864=Iwamoto
- Human_Surnames_2865=Iwata
- Human_Surnames_2866=Izard
- Human_Surnames_2867=Ja
- Human_Surnames_2868=Jaber
- Human_Surnames_2869=Jablonski
- Human_Surnames_2870=Jackett
- Human_Surnames_2871=Jackman
- Human_Surnames_2872=Jacknowitz
- Human_Surnames_2873=Jackson
- Human_Surnames_2874=Jacobs
- Human_Surnames_2875=Jacobson
- Human_Surnames_2876=Jadeja
- Human_Surnames_2877=Jaffe
- Human_Surnames_2878=Jaggs
- Human_Surnames_2879=Jahn
- Human_Surnames_2880=Jain
- Human_Surnames_2881=Jakande
- Human_Surnames_2882=Jakobsen
- Human_Surnames_2883=Jalbert
- Human_Surnames_2884=Jamal
- Human_Surnames_2885=James
- Human_Surnames_2886=Jamieson
- Human_Surnames_2887=Janak
- Human_Surnames_2888=Janeway
- Human_Surnames_2889=Jang
- Human_Surnames_2890=Janney
- Human_Surnames_2891=Janson
- Human_Surnames_2892=January
- Human_Surnames_2893=Jaquez
- Human_Surnames_2894=Jaramillo
- Human_Surnames_2895=Jardim
- Human_Surnames_2896=Jardine
- Human_Surnames_2897=Jarvis
- Human_Surnames_2898=Jasinski
- Human_Surnames_2899=Jasper
- Human_Surnames_2900=Jayne
- Human_Surnames_2901=Jeffers
- Human_Surnames_2902=Jefferson
- Human_Surnames_2903=Jeffries
- Human_Surnames_2904=Jenkins
- Human_Surnames_2905=Jenks
- Human_Surnames_2906=Jennings
- Human_Surnames_2907=Jeon
- Human_Surnames_2908=Jeong
- Human_Surnames_2909=Jepson
- Human_Surnames_2910=Jessop
- Human_Surnames_2911=Jewell
- Human_Surnames_2912=Jhaveri
- Human_Surnames_2913=Jihara
- Human_Surnames_2914=Jillette
- Human_Surnames_2915=Jing
- Human_Surnames_2916=Jinks
- Human_Surnames_2917=Jinmei
- Human_Surnames_2918=Johan
- Human_Surnames_2919=Johannsen
- Human_Surnames_2920=Johnson
- Human_Surnames_2921=Johnstone
- Human_Surnames_2922=Joiner
- Human_Surnames_2923=Jonas
- Human_Surnames_2924=Jones
- Human_Surnames_2925=Jonovich
- Human_Surnames_2926=Jordan
- Human_Surnames_2927=Jorgensen
- Human_Surnames_2928=Jovel
- Human_Surnames_2929=Joyner
- Human_Surnames_2930=Juarez
- Human_Surnames_2931=Judd
- Human_Surnames_2932=Judge
- Human_Surnames_2933=Jullien
- Human_Surnames_2934=Juneau
- Human_Surnames_2935=Jung
- Human_Surnames_2936=Juniper
- Human_Surnames_2937=Juretzko
- Human_Surnames_2938=Jurgensen
- Human_Surnames_2939=Kabir
- Human_Surnames_2940=Kaczynski
- Human_Surnames_2941=Kadam
- Human_Surnames_2942=Kady
- Human_Surnames_2943=Kaelin
- Human_Surnames_2944=Kagan
- Human_Surnames_2945=Kahl
- Human_Surnames_2946=Kahler
- Human_Surnames_2947=Kahn
- Human_Surnames_2948=Kaiba
- Human_Surnames_2949=Kaiser
- Human_Surnames_2950=Kaito
- Human_Surnames_2951=Kaler
- Human_Surnames_2952=Kalish
- Human_Surnames_2953=Kamara
- Human_Surnames_2954=Kaminsky
- Human_Surnames_2955=Kanan
- Human_Surnames_2956=Kanayama
- Human_Surnames_2957=Kaneda
- Human_Surnames_2958=Kang
- Human_Surnames_2959=Kanter
- Human_Surnames_2960=Kapur
- Human_Surnames_2961=Karlson
- Human_Surnames_2962=Karpinski
- Human_Surnames_2963=Karpov
- Human_Surnames_2964=Kasbarian
- Human_Surnames_2965=Kaser
- Human_Surnames_2966=Kashino
- Human_Surnames_2967=Kasparov
- Human_Surnames_2968=Katz
- Human_Surnames_2969=Kaufman
- Human_Surnames_2970=Kavanagh
- Human_Surnames_2971=Kawamoto
- Human_Surnames_2972=Kazmi
- Human_Surnames_2973=Keagan
- Human_Surnames_2974=Kealy
- Human_Surnames_2975=Keane
- Human_Surnames_2976=Kearns
- Human_Surnames_2977=Keating
- Human_Surnames_2978=Keaton
- Human_Surnames_2979=Keats
- Human_Surnames_2980=Kedzie
- Human_Surnames_2981=Keefer
- Human_Surnames_2982=Kegler
- Human_Surnames_2983=Keiser
- Human_Surnames_2984=Keller
- Human_Surnames_2985=Kellerman
- Human_Surnames_2986=Kelly
- Human_Surnames_2987=Kelsey
- Human_Surnames_2988=Kelvin
- Human_Surnames_2989=Kempf
- Human_Surnames_2990=Kendall
- Human_Surnames_2991=Kenton
- Human_Surnames_2992=Keplinger
- Human_Surnames_2993=Kepner
- Human_Surnames_2994=Keppler
- Human_Surnames_2995=Kerkorian
- Human_Surnames_2996=Kerrick
- Human_Surnames_2997=Kesler
- Human_Surnames_2998=Kestner
- Human_Surnames_2999=Kettering
- Human_Surnames_3000=Keyes
- Human_Surnames_3001=Khalid
- Human_Surnames_3002=Kharasch
- Human_Surnames_3003=Khouri
- Human_Surnames_3004=Khumalo
- Human_Surnames_3005=Kibbe
- Human_Surnames_3006=Kidd
- Human_Surnames_3007=Kiesling
- Human_Surnames_3008=Kilbourne
- Human_Surnames_3009=Kiley
- Human_Surnames_3010=Kilian
- Human_Surnames_3011=Kilmer
- Human_Surnames_3012=Kim
- Human_Surnames_3013=Kimball
- Human_Surnames_3014=Kimoto
- Human_Surnames_3015=Kinard
- Human_Surnames_3016=Kincaid
- Human_Surnames_3017=King
- Human_Surnames_3018=Kingsley
- Human_Surnames_3019=Kingston
- Human_Surnames_3020=Kinkade
- Human_Surnames_3021=Kinnard
- Human_Surnames_3022=Kinney
- Human_Surnames_3023=Kinsey
- Human_Surnames_3024=Kirby
- Human_Surnames_3025=Kirkman
- Human_Surnames_3026=Kirsanov
- Human_Surnames_3027=Kittredge
- Human_Surnames_3028=Klaus
- Human_Surnames_3029=Kleckner
- Human_Surnames_3030=Klein
- Human_Surnames_3031=Klemp
- Human_Surnames_3032=Kline
- Human_Surnames_3033=Klinger
- Human_Surnames_3034=Knopes
- Human_Surnames_3035=Kobayashi
- Human_Surnames_3036=Koen
- Human_Surnames_3037=Kogan
- Human_Surnames_3038=Kojima
- Human_Surnames_3039=Kolakowski
- Human_Surnames_3040=Kolb
- Human_Surnames_3041=Kolberg
- Human_Surnames_3042=Koller
- Human_Surnames_3043=Komatsu
- Human_Surnames_3044=Komori
- Human_Surnames_3045=Koning
- Human_Surnames_3046=Konkle
- Human_Surnames_3047=Kono
- Human_Surnames_3048=Koontz
- Human_Surnames_3049=Korbel
- Human_Surnames_3050=Korman
- Human_Surnames_3051=Kosaka
- Human_Surnames_3052=Kosinski
- Human_Surnames_3053=Kovac
- Human_Surnames_3054=Kovarik
- Human_Surnames_3055=Kowalsky
- Human_Surnames_3056=Kramer
- Human_Surnames_3057=Krantz
- Human_Surnames_3058=Kraus
- Human_Surnames_3059=Kravitz
- Human_Surnames_3060=Krawczyk
- Human_Surnames_3061=Krebs
- Human_Surnames_3062=Krell
- Human_Surnames_3063=Krieger
- Human_Surnames_3064=Krikorian
- Human_Surnames_3065=Kristoff
- Human_Surnames_3066=Kroeger
- Human_Surnames_3067=Kroll
- Human_Surnames_3068=Kruger
- Human_Surnames_3069=Kubo
- Human_Surnames_3070=Kuebler
- Human_Surnames_3071=Kulesza
- Human_Surnames_3072=Kulkarni
- Human_Surnames_3073=Kumar
- Human_Surnames_3074=Kumiko
- Human_Surnames_3075=Kurosawa
- Human_Surnames_3076=Kurtz
- Human_Surnames_3077=Kuznetsov
- Human_Surnames_3078=Kwan
- Human_Surnames_3079=Kyte
- Human_Surnames_3080=Kyzer
- Human_Surnames_3081=Labar
- Human_Surnames_3082=Labat
- Human_Surnames_3083=Labelle
- Human_Surnames_3084=Laborde
- Human_Surnames_3085=Labriola
- Human_Surnames_3086=Lacasse
- Human_Surnames_3087=Lacava
- Human_Surnames_3088=Lachman
- Human_Surnames_3089=Lackner
- Human_Surnames_3090=Lacroix
- Human_Surnames_3091=Lafata
- Human_Surnames_3092=Lafferty
- Human_Surnames_3093=Lafond
- Human_Surnames_3094=Laforge
- Human_Surnames_3095=Lagrange
- Human_Surnames_3096=Lahey
- Human_Surnames_3097=Laine
- Human_Surnames_3098=Lake
- Human_Surnames_3099=Lakhani
- Human_Surnames_3100=Lalani
- Human_Surnames_3101=Lamar
- Human_Surnames_3102=Lamont
- Human_Surnames_3103=Lampert
- Human_Surnames_3104=Lamping
- Human_Surnames_3105=Lancaster
- Human_Surnames_3106=Landers
- Human_Surnames_3107=Landis
- Human_Surnames_3108=Landry
- Human_Surnames_3109=Laney
- Human_Surnames_3110=Lang
- Human_Surnames_3111=Langenhoven
- Human_Surnames_3112=Langford
- Human_Surnames_3113=Langley
- Human_Surnames_3114=Langston
- Human_Surnames_3115=Lankershim
- Human_Surnames_3116=Lappin
- Human_Surnames_3117=Larabee
- Human_Surnames_3118=Larkin
- Human_Surnames_3119=Laroche
- Human_Surnames_3120=Larosa
- Human_Surnames_3121=Larsen
- Human_Surnames_3122=Lasalle
- Human_Surnames_3123=Lascano
- Human_Surnames_3124=Lasiter
- Human_Surnames_3125=Laska
- Human_Surnames_3126=Laskowski
- Human_Surnames_3127=Lategan
- Human_Surnames_3128=Latimer
- Human_Surnames_3129=Lauderdale
- Human_Surnames_3130=Laughlin
- Human_Surnames_3131=Laux
- Human_Surnames_3132=Lavelle
- Human_Surnames_3133=Lavender
- Human_Surnames_3134=Laverty
- Human_Surnames_3135=Lavine
- Human_Surnames_3136=Lawler
- Human_Surnames_3137=Lawrence
- Human_Surnames_3138=Layden
- Human_Surnames_3139=Layman
- Human_Surnames_3140=Lazaro
- Human_Surnames_3141=Leano
- Human_Surnames_3142=Leary
- Human_Surnames_3143=Leatherwood
- Human_Surnames_3144=Leblanc
- Human_Surnames_3145=Lebouef
- Human_Surnames_3146=Lechner
- Human_Surnames_3147=Ledbetter
- Human_Surnames_3148=Lederman
- Human_Surnames_3149=Ledger
- Human_Surnames_3150=Leeman
- Human_Surnames_3151=Leet
- Human_Surnames_3152=Lefebvre
- Human_Surnames_3153=Lefler
- Human_Surnames_3154=Leibowitz
- Human_Surnames_3155=Leigh
- Human_Surnames_3156=Leister
- Human_Surnames_3157=Leland
- Human_Surnames_3158=Lelong
- Human_Surnames_3159=Lemanski
- Human_Surnames_3160=Lembo
- Human_Surnames_3161=Lemley
- Human_Surnames_3162=Lemond
- Human_Surnames_3163=Leong
- Human_Surnames_3164=Lesniak
- Human_Surnames_3165=Lessing
- Human_Surnames_3166=Levenson
- Human_Surnames_3167=Leventhal
- Human_Surnames_3168=Leverett
- Human_Surnames_3169=Levine
- Human_Surnames_3170=Leyland
- Human_Surnames_3171=Li
- Human_Surnames_3172=Lian
- Human_Surnames_3173=Licari
- Human_Surnames_3174=Lichtenberg
- Human_Surnames_3175=Licona
- Human_Surnames_3176=Liedtke
- Human_Surnames_3177=Lightner
- Human_Surnames_3178=Lilienthal
- Human_Surnames_3179=Lillard
- Human_Surnames_3180=Lincoln
- Human_Surnames_3181=Lindberg
- Human_Surnames_3182=Lindell
- Human_Surnames_3183=Lindholm
- Human_Surnames_3184=Lindo
- Human_Surnames_3185=Lindquist
- Human_Surnames_3186=Ling
- Human_Surnames_3187=Lirette
- Human_Surnames_3188=Liriano
- Human_Surnames_3189=Litchfield
- Human_Surnames_3190=Little
- Human_Surnames_3191=Litvinov
- Human_Surnames_3192=Liu
- Human_Surnames_3193=Livingston
- Human_Surnames_3194=Lizardo
- Human_Surnames_3195=Locke
- Human_Surnames_3196=Lockhart
- Human_Surnames_3197=Lodge
- Human_Surnames_3198=Loman
- Human_Surnames_3199=Lombardi
- Human_Surnames_3200=London
- Human_Surnames_3201=Longfellow
- Human_Surnames_3202=Loomis
- Human_Surnames_3203=Looper
- Human_Surnames_3204=Lopez
- Human_Surnames_3205=Lor
- Human_Surnames_3206=Lorenz
- Human_Surnames_3207=Lorenzo
- Human_Surnames_3208=Lorusso
- Human_Surnames_3209=Lovecraft
- Human_Surnames_3210=Lowden
- Human_Surnames_3211=Lowell
- Human_Surnames_3212=Lowenthal
- Human_Surnames_3213=Loyola
- Human_Surnames_3214=Lu
- Human_Surnames_3215=Lubbock
- Human_Surnames_3216=Lubinski
- Human_Surnames_3217=Lucatero
- Human_Surnames_3218=Lucciano
- Human_Surnames_3219=Luciani
- Human_Surnames_3220=Ludwig
- Human_Surnames_3221=Lumley
- Human_Surnames_3222=Lundgren
- Human_Surnames_3223=Lupian
- Human_Surnames_3224=Luther
- Human_Surnames_3225=Lydon
- Human_Surnames_3226=Lyons
- Human_Surnames_3227=Mabasa
- Human_Surnames_3228=Mabena
- Human_Surnames_3229=MacArthur
- Human_Surnames_3230=MacBain
- Human_Surnames_3231=MacCawley
- Human_Surnames_3232=MacCloud
- Human_Surnames_3233=Macdonald
- Human_Surnames_3234=Mackenzie
- Human_Surnames_3235=Mackey
- Human_Surnames_3236=Macleod
- Human_Surnames_3237=MacManus
- Human_Surnames_3238=MacMillan
- Human_Surnames_3239=Macormack
- Human_Surnames_3240=Macpherson
- Human_Surnames_3241=MacTavish
- Human_Surnames_3242=Maddock
- Human_Surnames_3243=Madison
- Human_Surnames_3244=Magana
- Human_Surnames_3245=Magdaleno
- Human_Surnames_3246=Magellan
- Human_Surnames_3247=Maglione
- Human_Surnames_3248=Magnusson
- Human_Surnames_3249=Magoro
- Human_Surnames_3250=Magruder
- Human_Surnames_3251=Mahabir
- Human_Surnames_3252=Mahler
- Human_Surnames_3253=Mahmud
- Human_Surnames_3254=Mahony
- Human_Surnames_3255=Maillard
- Human_Surnames_3256=Maison
- Human_Surnames_3257=Majola
- Human_Surnames_3258=Makar
- Human_Surnames_3259=Makarov
- Human_Surnames_3260=Makwana
- Human_Surnames_3261=Malagon
- Human_Surnames_3262=Malek
- Human_Surnames_3263=Malin
- Human_Surnames_3264=Malkin
- Human_Surnames_3265=Mallapur
- Human_Surnames_3266=Mallard
- Human_Surnames_3267=Mallari
- Human_Surnames_3268=Mallery
- Human_Surnames_3269=Mallow
- Human_Surnames_3270=Malone
- Human_Surnames_3271=Maloney
- Human_Surnames_3272=Maloof
- Human_Surnames_3273=Manabe
- Human_Surnames_3274=Manalo
- Human_Surnames_3275=Mance
- Human_Surnames_3276=Mancini
- Human_Surnames_3277=Maner
- Human_Surnames_3278=Mangano
- Human_Surnames_3279=Mangrum
- Human_Surnames_3280=Manix
- Human_Surnames_3281=Mankin
- Human_Surnames_3282=Mansfield
- Human_Surnames_3283=Manzano
- Human_Surnames_3284=Manzer
- Human_Surnames_3285=Maple
- Human_Surnames_3286=Marceau
- Human_Surnames_3287=Marcello
- Human_Surnames_3288=Marchetti
- Human_Surnames_3289=Marez
- Human_Surnames_3290=Margolin
- Human_Surnames_3291=Marinelli
- Human_Surnames_3292=Markley
- Human_Surnames_3293=Markowitz
- Human_Surnames_3294=Marlin
- Human_Surnames_3295=Marlow
- Human_Surnames_3296=Maron
- Human_Surnames_3297=Marquez
- Human_Surnames_3298=Marsden
- Human_Surnames_3299=Martel
- Human_Surnames_3300=Martelli
- Human_Surnames_3301=Martindale
- Human_Surnames_3302=Martucci
- Human_Surnames_3303=Maruyama
- Human_Surnames_3304=Marx
- Human_Surnames_3305=Marzano
- Human_Surnames_3306=Mason
- Human_Surnames_3307=Massenburg
- Human_Surnames_3308=Masterson
- Human_Surnames_3309=Masuda
- Human_Surnames_3310=Matherly
- Human_Surnames_3311=Mathison
- Human_Surnames_3312=Matsuda
- Human_Surnames_3313=Matthews
- Human_Surnames_3314=Mattox
- Human_Surnames_3315=Maxfield
- Human_Surnames_3316=May
- Human_Surnames_3317=Mayfield
- Human_Surnames_3318=Mayhew
- Human_Surnames_3319=Maynard
- Human_Surnames_3320=Mayweather
- Human_Surnames_3321=Mazaki
- Human_Surnames_3322=Mbatha
- Human_Surnames_3323=McAdams
- Human_Surnames_3324=McAllister
- Human_Surnames_3325=Mcbride
- Human_Surnames_3326=McCaffrey
- Human_Surnames_3327=Mccall
- Human_Surnames_3328=Mccarthy
- Human_Surnames_3329=McCloud
- Human_Surnames_3330=Mcclure
- Human_Surnames_3331=Mcconnell
- Human_Surnames_3332=Mccormick
- Human_Surnames_3333=McCracken
- Human_Surnames_3334=McCreary
- Human_Surnames_3335=Mcdaniel
- Human_Surnames_3336=Mcdonald
- Human_Surnames_3337=Mcdowell
- Human_Surnames_3338=Mcfarland
- Human_Surnames_3339=Mcguire
- Human_Surnames_3340=McGurk
- Human_Surnames_3341=Mckay
- Human_Surnames_3342=McKinley
- Human_Surnames_3343=McManus
- Human_Surnames_3344=Mcneil
- Human_Surnames_3345=McPhearson
- Human_Surnames_3346=Meacham
- Human_Surnames_3347=Meade
- Human_Surnames_3348=Meadows
- Human_Surnames_3349=Medcalf
- Human_Surnames_3350=Medford
- Human_Surnames_3351=Medina
- Human_Surnames_3352=Meekins
- Human_Surnames_3353=Meinhardt
- Human_Surnames_3354=Meiser
- Human_Surnames_3355=Melcher
- Human_Surnames_3356=Melkonian
- Human_Surnames_3357=Melley
- Human_Surnames_3358=Melnik
- Human_Surnames_3359=Melville
- Human_Surnames_3360=Mendell
- Human_Surnames_3361=Mendelson
- Human_Surnames_3362=Mendez
- Human_Surnames_3363=Mendoza
- Human_Surnames_3364=Mercado
- Human_Surnames_3365=Meriwether
- Human_Surnames_3366=Mesner
- Human_Surnames_3367=Messick
- Human_Surnames_3368=Meyers
- Human_Surnames_3369=Mhlongo
- Human_Surnames_3370=Mian
- Human_Surnames_3371=Michaels
- Human_Surnames_3372=Michalski
- Human_Surnames_3373=Mickelsen
- Human_Surnames_3374=Middleton
- Human_Surnames_3375=Mikov
- Human_Surnames_3376=Milani
- Human_Surnames_3377=Miller
- Human_Surnames_3378=Millhouse
- Human_Surnames_3379=Milligan
- Human_Surnames_3380=Milner
- Human_Surnames_3381=Milton
- Human_Surnames_3382=Ming
- Human_Surnames_3383=Minick
- Human_Surnames_3384=Minkowski
- Human_Surnames_3385=Minsky
- Human_Surnames_3386=Mitchum
- Human_Surnames_3387=Mitzel
- Human_Surnames_3388=Miyagawa
- Human_Surnames_3389=Miyamoto
- Human_Surnames_3390=Mizushima
- Human_Surnames_3391=Moffit
- Human_Surnames_3392=Mohanty
- Human_Surnames_3393=Molden
- Human_Surnames_3394=Molinari
- Human_Surnames_3395=Molino
- Human_Surnames_3396=Moloney
- Human_Surnames_3397=Monico
- Human_Surnames_3398=Monroe
- Human_Surnames_3399=Montgomery
- Human_Surnames_3400=Montilla
- Human_Surnames_3401=Montoya
- Human_Surnames_3402=Moody
- Human_Surnames_3403=Morales
- Human_Surnames_3404=Morden
- Human_Surnames_3405=Morello
- Human_Surnames_3406=Morelock
- Human_Surnames_3407=Morris
- Human_Surnames_3408=Morrison
- Human_Surnames_3409=Morrow
- Human_Surnames_3410=Morse
- Human_Surnames_3411=Morton
- Human_Surnames_3412=Moulton
- Human_Surnames_3413=Mouser
- Human_Surnames_3414=Mowry
- Human_Surnames_3415=Moxley
- Human_Surnames_3416=Moyer
- Human_Surnames_3417=Muldoon
- Human_Surnames_3418=Mulhern
- Human_Surnames_3419=Mulholland
- Human_Surnames_3420=Mullaney
- Human_Surnames_3421=Mulligan
- Human_Surnames_3422=Mumford
- Human_Surnames_3423=Munch
- Human_Surnames_3424=Munn
- Human_Surnames_3425=Munsey
- Human_Surnames_3426=Muntz
- Human_Surnames_3427=Murayama
- Human_Surnames_3428=Murdock
- Human_Surnames_3429=Murphy
- Human_Surnames_3430=Murry
- Human_Surnames_3431=Musgrave
- Human_Surnames_3432=Musso
- Human_Surnames_3433=Mussolini
- Human_Surnames_3434=Mustafa
- Human_Surnames_3435=Myers
- Human_Surnames_3436=Myung
- Human_Surnames_3437=Abent
- Human_Surnames_3438=Apsara
- Human_Surnames_3439=Adarak
- Human_Surnames_3440=Adwick
- Human_Surnames_3441=Ahuja
- Human_Surnames_3442=Alborough
- Human_Surnames_3443=Airinei
- Human_Surnames_3444=Akstinas
- Human_Surnames_3445=Alluru
- Human_Surnames_3446=Andolini
- Human_Surnames_3447=Andivero
- Human_Surnames_3448=Appell
- Human_Surnames_3449=Bachiller
- Human_Surnames_3450=Baigent
- Human_Surnames_3451=Bakari
- Human_Surnames_3452=Ballantyne
- Human_Surnames_3453=Barnes
- Human_Surnames_3454=Banninga
- Human_Surnames_3455=Banyard
- Human_Surnames_3456=Bateren
- Human_Surnames_3457=Bauer
- Human_Surnames_3458=Baynard
- Human_Surnames_3459=Baikov
- Human_Surnames_3460=Beausejour
- Human_Surnames_3461=Beccu
- Human_Surnames_3462=Benson
- Human_Surnames_3463=Bales
- Human_Surnames_3464=Beverley
- Human_Surnames_3465=Bhasin
- Human_Surnames_3466=Bien
- Human_Surnames_3467=Billemont
- Human_Surnames_3468=Beneviti
- Human_Surnames_3469=Kamaka
- Human_Surnames_3470=Akana
- Human_Surnames_3471=Bode
- Human_Surnames_3472=Bolte
- Human_Surnames_3473=Bombard
- Human_Surnames_3474=Boparai
- Human_Surnames_3475=Bourn
- Human_Surnames_3476=Bratel
- Human_Surnames_3477=Brenk
- Human_Surnames_3478=Brennon
- Human_Surnames_3479=Nguyen
- Human_Surnames_3480=Broussard
- Human_Surnames_3481=Patel
- Human_Surnames_3482=Brox
- Human_Surnames_3483=Brushwood
- Human_Surnames_3484=Khan
- Human_Surnames_3485=Campbell
- Human_Surnames_3486=Sun
- Human_Surnames_3487=Kwon
- Human_Surnames_3488=Cerquone
- Human_Surnames_3489=Challis
- Human_Surnames_3490=Kalani
- Human_Surnames_3491=Mahelona
- Human_Surnames_3492=Chander
- Human_Surnames_3493=Cheung
- Human_Surnames_3494=Papadopoulos
- Human_Surnames_3495=Marinos
- Human_Surnames_3496=Coffin
- Human_Surnames_3497=Stavros
- Human_Surnames_3498=Belanger
- Human_Surnames_3499=Bouche
- Human_Surnames_3500=Conklin
- Human_Surnames_3501=Coons
- Human_Surnames_3502=Greenwald
- Human_Surnames_3503=Corbetta
- Human_Surnames_3504=Courtemanche
- Human_Surnames_3505=Craig
- Human_Surnames_3506=Crewe
- Human_Surnames_3507=Merrick
- Human_Surnames_3508=Crow
- Human_Surnames_3509=Caffey
- Human_Surnames_3510=Cuthbert
- Human_Surnames_3511=Czubinksi
- Human_Surnames_3512=Dadley
- Human_Surnames_3513=Elsner
- Human_Surnames_3514=Dalston
- Human_Surnames_3515=Dammrau
- Human_Surnames_3516=Danks
- Human_Surnames_3517=Mondt
- Human_Surnames_3518=Manse
- Human_Surnames_3519=Delamourd
- Human_Surnames_3520=Delanty
- Human_Surnames_3521=Olson
- Human_Surnames_3522=Speltzer
- Human_Surnames_3523=Legrand
- Human_Surnames_3524=Rousseau
- Human_Surnames_3525=Elms
- Human_Surnames_3526=Ely
- Human_Surnames_3527=Laurent
- Human_Surnames_3528=Espinosa
- Human_Surnames_3529=Morel
- Human_Surnames_3530=Lambert
- Human_Surnames_3531=Exkersley
- Human_Surnames_3532=Ezair
- Human_Surnames_3533=Fardel
- Human_Surnames_3534=Farnan
- Human_Surnames_3535=Lemaire
- Human_Surnames_3536=Farkas
- Human_Surnames_3537=Forster
- Human_Surnames_3538=Lakatos
- Human_Surnames_3539=Fodor
- Human_Surnames_3540=Lindgren
- Human_Surnames_3541=Hellstrom
- Human_Surnames_3542=Gaither
- Human_Surnames_3543=Galasso
- Human_Surnames_3544=Gallopain
- Human_Surnames_3545=Galway
- Human_Surnames_3546=Ivarsson
- Human_Surnames_3547=Gardiner
- Human_Surnames_3548=Peric
- Human_Surnames_3549=Ruiz
- Human_Surnames_3550=Geese
- Human_Surnames_3551=Herrera
- Human_Surnames_3552=Molina
- Human_Surnames_3553=Gill
- Human_Surnames_3554=Romano
- Human_Surnames_3555=Goldfinch
- Human_Surnames_3556=Goldstein
- Human_Surnames_3557=Goodey
- Human_Surnames_3558=Rivero
- Human_Surnames_3559=Maldonado
- Human_Surnames_3560=Grebby
- Human_Surnames_3561=Chakma
- Human_Surnames_3562=Guerrero
- Human_Surnames_3563=Kumari
- Human_Surnames_3564=Gundlach
- Human_Surnames_3565=Gurbani
- Human_Surnames_3566=Mandal
- Human_Surnames_3567=Sasaki
- human_surnames_3568=Hapolis
- Human_Surnames_3569=Park
- Human_Surnames_3570=Mun
- Human_Surnames_3571=Hallman
- Human_Surnames_3572=Harcarik
- Human_Surnames_3573=Harris
- Human_Surnames_3574=Hatton
- Human_Surnames_3575=Bautista
- Human_Surnames_3576=Kaya
- Human_Surnames_3577=Baumgartner
- Human_Surnames_3578=Hernando
- Human_Surnames_3579=Herzeg
- Human_Surnames_3580=Hesse
- Human_Surnames_3581=Schuster
- Human_Surnames_3582=Hilditch
- Human_Surnames_3583=Hireche
- Human_Surnames_3584=Hoba
- Human_Surnames_3585=Hasanov
- Human_Surnames_3586=Babayev
- Human_Surnames_3587=Hackney
- Human_Surnames_3588=Hoskings
- Human_Surnames_3589=Katzarov
- Human_Surnames_3590=Howes
- Human_Surnames_3591=Howlett
- Human_Surnames_3592=Horvat
- Human_Surnames_3593=Humaj
- Human_Surnames_3594=Madsen
- Human_Surnames_3595=Hung
- Human_Surnames_3596=Hwang
- Human_Surnames_3597=Hyun
- Human_Surnames_3598=Intrieri
- Human_Surnames_3599=Irmler
- Human_Surnames_3600=Jacevicius
- Human_Surnames_3601=Jaeger
- Human_Surnames_3602=Jelinek
- Human_Surnames_3603=Jennett
- Human_Surnames_3604=Johansson
- Human_Surnames_3605=Kask
- Human_Surnames_3606=Virtanen
- Human_Surnames_3607=Joustra
- Human_Surnames_3608=Jutley
- Human_Surnames_3609=Kain
- Human_Surnames_3610=Kakusho
- Human_Surnames_3611=Kam
- Human_Surnames_3612=Kamenstsky
- Human_Surnames_3613=Kamran
- Human_Surnames_3614=Karciauskas
- Human_Surnames_3615=Karlsson
- Human_Surnames_3616=Katsaros
- Human_Surnames_3617=Kay
- Human_Surnames_3618=Salonen
- Human_Surnames_3619=Kearney
- Human_Surnames_3620=Keilich
- Human_Surnames_3621=Bianchi
- Human_Surnames_3622=Kinglake
- Human_Surnames_3623=Kirkham
- Human_Surnames_3624=Klatt
- Human_Surnames_3625=Kneale
- Human_Surnames_3626=Konecny
- Human_Surnames_3627=Konig
- Human_Surnames_3628=Kooper
- Human_Surnames_3629=Kozlowski
- Human_Surnames_3630=Ku
- Human_Surnames_3631=Kullmann
- Human_Surnames_3632=Kurschner
- Human_Surnames_3633=Kyles
- Human_Surnames_3634=Ladyman
- Human_Surnames_3635=Lambourne
- Human_Surnames_3636=Varga
- Human_Surnames_3637=Lassort
- Human_Surnames_3638=Lazarides
- Human_Surnames_3639=Lee
- Human_Surnames_3640=Lefevre
- Human_Surnames_3641=Lennie
- Human_Surnames_3642=Lesnik
- Human_Surnames_3643=Giordano
- Human_Surnames_3644=Lewin
- Human_Surnames_3645=Moretti
- Human_Surnames_3646=Leone
- Human_Surnames_3647=Lightfoot
- Human_Surnames_3648=Lind
- Human_Surnames_3649=Link
- Human_Surnames_3650=Lonsdale
- Human_Surnames_3651=Lovatt
- Human_Surnames_3652=Mackay
- Human_Surnames_3653=Maiden
- Human_Surnames_3654=Malhotra
- Human_Surnames_3655=Manning
- Human_Surnames_3656=Manzanares
- Human_Surnames_3657=Marquardt
- Human_Surnames_3658=Marschal
- Human_Surnames_3659=Lombardo
- Human_Surnames_3660=Mathern
- Human_Surnames_3661=Welter
- Human_Surnames_3662=McCrea
- Human_Surnames_3663=McCue
- Human_Surnames_3664=McCulloch
- Human_Surnames_3665=McKibben
- Human_Surnames_3666=McKinney
- Human_Surnames_3667=McKinnon
- Human_Surnames_3668=McLean
- Human_Surnames_3669=McMonnies
- Human_Surnames_3670=Meaden
- Human_Surnames_3671=Meinl
- Human_Surnames_3672=Meissner
- Human_Surnames_3673=Meller
- Human_Surnames_3674=Meunier
- Human_Surnames_3675=Mierostawska
- Human_Surnames_3676=Mihalanche
- Human_Surnames_3677=Milander
- Human_Surnames_3678=Mizio
- Human_Surnames_3679=Montenegro
- Human_Surnames_3680=Kowalski
- Human_Surnames_3681=Moore
- Human_Surnames_3682=Morgan
- Human_Surnames_3683=Muir
- Human_Surnames_3684=Murray
- Human_Surnames_3685=Nabar
- Human_Surnames_3686=Nadar
- Human_Surnames_3687=Nadeem
- Human_Surnames_3688=Nadella
- Human_Surnames_3689=Naff
- Human_Surnames_3690=Nagasaka
- Human_Surnames_3691=Nagato
- Human_Surnames_3692=Naidu
- Human_Surnames_3693=Najarro
- Human_Surnames_3694=Nakahara
- Human_Surnames_3695=Nakajima
- Human_Surnames_3696=Nakamoto
- Human_Surnames_3697=Nam
- Human_Surnames_3698=Nanami
- Human_Surnames_3699=Nanda
- Human_Surnames_3700=Nandamuri
- Human_Surnames_3701=Nang
- Human_Surnames_3702=Napier
- Human_Surnames_3703=Napolitano
- Human_Surnames_3704=Nassif
- Human_Surnames_3705=Nathanson
- Human_Surnames_3706=Natoli
- Human_Surnames_3707=Naughten
- Human_Surnames_3708=Naughton
- Human_Surnames_3709=Navarro
- Human_Surnames_3710=Naya
- Human_Surnames_3711=Nayak
- Human_Surnames_3712=Nazari
- Human_Surnames_3713=Nealey
- Human_Surnames_3714=Neblett
- Human_Surnames_3715=Nechifor
- Human_Surnames_3716=Needham
- Human_Surnames_3717=Neiman
- Human_Surnames_3718=Nekoya
- Human_Surnames_3719=Nelson
- Human_Surnames_3720=Nemitz
- Human_Surnames_3721=Nesbitt
- Human_Surnames_3722=Nessler
- Human_Surnames_3723=Neubauer
- Human_Surnames_3724=Neuman
- Human_Surnames_3725=Neville
- Human_Surnames_3726=Newberg
- Human_Surnames_3727=Newhart
- Human_Surnames_3728=Newlin
- Human_Surnames_3729=Newton
- Human_Surnames_3730=Nicholson
- Human_Surnames_3731=Nickels
- Human_Surnames_3732=Nickleby
- Human_Surnames_3733=Nicoletti
- Human_Surnames_3734=Nightingale
- Human_Surnames_3735=Nighy
- Human_Surnames_3736=Nihalani
- Human_Surnames_3737=Nimoy
- Human_Surnames_3738=Nisbet
- Human_Surnames_3739=Nishida
- Human_Surnames_3740=Nishimura
- Human_Surnames_3741=Nix
- Human_Surnames_3742=Nobbs
- Human_Surnames_3743=Noble
- Human_Surnames_3744=Nolan
- Human_Surnames_3745=Noland
- Human_Surnames_3746=Nolin
- Human_Surnames_3747=Nolte
- Human_Surnames_3748=Nonaka
- Human_Surnames_3749=Nong
- Human_Surnames_3750=Noonan
- Human_Surnames_3751=Nordberg
- Human_Surnames_3752=Nordquist
- Human_Surnames_3753=Noro
- Human_Surnames_3754=Norrington
- Human_Surnames_3755=Norris
- Human_Surnames_3756=Northam
- Human_Surnames_3757=Northrup
- Human_Surnames_3758=Norton
- Human_Surnames_3759=Norwood
- Human_Surnames_3760=Novak
- Human_Surnames_3761=Novelli
- Human_Surnames_3762=Novikov
- Human_Surnames_3763=Nowell
- Human_Surnames_3764=Nunes
- Human_Surnames_3765=Nusbaum
- Human_Surnames_3766=Nyberg
- Human_Surnames_3767=Nye
- Human_Surnames_3768=Nygren
- Human_Surnames_3769=Oakes
- Human_Surnames_3770=Oates
- Human_Surnames_3771=O'Bannon
- Human_Surnames_3772=Oberlin
- Human_Surnames_3773=Oberschneider
- Human_Surnames_3774=O'Brien
- Human_Surnames_3775=Ochi
- Human_Surnames_3776=O'Connell
- Human_Surnames_3777=O'Conner
- Human_Surnames_3778=Oda
- Human_Surnames_3779=Odell
- Human_Surnames_3780=Odom
- Human_Surnames_3781=O'Donnell
- Human_Surnames_3782=Oeart
- Human_Surnames_3783=Ogawa
- Human_Surnames_3784=Ogden
- Human_Surnames_3785=O'Grady
- Human_Surnames_3786=O'Hara
- Human_Surnames_3787=Oishi
- Human_Surnames_3788=Oka
- Human_Surnames_3789=Okazaki
- Human_Surnames_3790=O'Keeffe
- Human_Surnames_3791=Okiro
- Human_Surnames_3792=Okubo
- Human_Surnames_3793=Okunis
- Human_Surnames_3794=Oldham
- Human_Surnames_3795=Oldman
- Human_Surnames_3796=O'Leary
- Human_Surnames_3797=Oliphant
- Human_Surnames_3798=Oliveras
- Human_Surnames_3799=Olofsson
- Human_Surnames_3800=Olsen
- Human_Surnames_3801=O'Malley
- Human_Surnames_3802=Omar
- Human_Surnames_3803=O'Neil
- Human_Surnames_3804=Ong
- Human_Surnames_3805=Onishi
- Human_Surnames_3806=Onogi
- Human_Surnames_3807=Onwudiwe
- Human_Surnames_3808=Opperman
- Human_Surnames_3809=Oram
- Human_Surnames_3810=Orchard
- Human_Surnames_3811=O'Reilly
- Human_Surnames_3812=Orminston
- Human_Surnames_3813=Ormond
- Human_Surnames_3814=Ortega
- Human_Surnames_3815=Ortiz
- Human_Surnames_3816=Orwell
- Human_Surnames_3817=Osborne
- Human_Surnames_3818=Osgood
- Human_Surnames_3819=Oshiro
- Human_Surnames_3820=Osler
- Human_Surnames_3821=Osmond
- Human_Surnames_3822=Ososke
- Human_Surnames_3823=Oto
- Human_Surnames_3824=O'Toole
- Human_Surnames_3825=Overby
- Human_Surnames_3826=Overton
- Human_Surnames_3827=Owens
- Human_Surnames_3828=Ozaki
- Human_Surnames_3829=Ozawa
- Human_Surnames_3830=Pablo
- Human_Surnames_3831=Pace
- Human_Surnames_3832=Pacelli
- Human_Surnames_3833=Pacheco
- Human_Surnames_3834=Packard
- Human_Surnames_3835=Packwood
- Human_Surnames_3836=Paddington
- Human_Surnames_3837=Padgett
- Human_Surnames_3838=Padua
- Human_Surnames_3839=Pagano
- Human_Surnames_3840=Page
- Human_Surnames_3841=Painter
- Human_Surnames_3842=Paisley
- Human_Surnames_3843=Pajak
- Human_Surnames_3844=Paladino
- Human_Surnames_3845=Palazzo
- Human_Surnames_3846=Paley
- Human_Surnames_3847=Palmer
- Human_Surnames_3848=Palomera
- Human_Surnames_3849=Pandher
- Human_Surnames_3850=Pang
- Human_Surnames_3851=Panganiban
- Human_Surnames_3852=Panjwani
- Human_Surnames_3853=Panza
- Human_Surnames_3854=Paolucci
- Human_Surnames_3855=Papin
- Human_Surnames_3856=Pappenheim
- Human_Surnames_3857=Papy
- Human_Surnames_3858=Paquet
- Human_Surnames_3859=Parada
- Human_Surnames_3860=Pardue
- Human_Surnames_3861=Parker
- Human_Surnames_3862=Parr
- Human_Surnames_3863=Parratt
- Human_Surnames_3864=Parry
- Human_Surnames_3865=Parsons
- Human_Surnames_3866=Partridge
- Human_Surnames_3867=Paruk
- Human_Surnames_3868=Pascal
- Human_Surnames_3869=Pasha
- Human_Surnames_3870=Pasternak
- Human_Surnames_3871=Patankar
- Human_Surnames_3872=Paterson
- Human_Surnames_3873=Patino
- Human_Surnames_3874=Patton
- Human_Surnames_3875=Pavlichuk
- Human_Surnames_3876=Pavlovic
- Human_Surnames_3877=Paxman
- Human_Surnames_3878=Payne
- Human_Surnames_3879=Pazyck
- Human_Surnames_3880=Pearce
- Human_Surnames_3881=Pearlman
- Human_Surnames_3882=Pease
- Human_Surnames_3883=Pedrosa
- Human_Surnames_3884=Peebles
- Human_Surnames_3885=Peele
- Human_Surnames_3886=Peirce
- Human_Surnames_3887=Pelham
- Human_Surnames_3888=Pellegrin
- Human_Surnames_3889=Pells
- Human_Surnames_3890=Pemberton
- Human_Surnames_3891=Pembroke
- Human_Surnames_3892=Pendergast
- Human_Surnames_3893=Pendleton
- Human_Surnames_3894=Peng
- Human_Surnames_3895=Penrose
- Human_Surnames_3896=Penton
- Human_Surnames_3897=Peplinski
- Human_Surnames_3898=Perales
- Human_Surnames_3899=Peralta
- Human_Surnames_3900=Pereira
- Human_Surnames_3901=Perez
- Human_Surnames_3902=Perkins
- Human_Surnames_3903=Pernot
- Human_Surnames_3904=Perring
- Human_Surnames_3905=Peterman
- Human_Surnames_3906=Peterson
- Human_Surnames_3907=Petree
- Human_Surnames_3908=Petrosky
- Human_Surnames_3909=Petrovitch
- Human_Surnames_3910=Pettit
- Human_Surnames_3911=Pewitt
- Human_Surnames_3912=Pfaffner
- Human_Surnames_3913=Phalen
- Human_Surnames_3914=Phan
- Human_Surnames_3915=Phang
- Human_Surnames_3916=Phelps
- Human_Surnames_3917=Phillipson
- Human_Surnames_3918=Phoenix
- Human_Surnames_3919=Phong
- Human_Surnames_3920=Piatek
- Human_Surnames_3921=Picard
- Human_Surnames_3922=Pickard
- Human_Surnames_3923=Pickering
- Human_Surnames_3924=Pickford
- Human_Surnames_3925=Pierce
- Human_Surnames_3926=Pietro
- Human_Surnames_3927=Pike
- Human_Surnames_3928=Pilkington
- Human_Surnames_3929=Pinder
- Human_Surnames_3930=Pinkerton
- Human_Surnames_3931=Pinkman
- Human_Surnames_3932=Pinter
- Human_Surnames_3933=Pippen
- Human_Surnames_3934=Pisani
- Human_Surnames_3935=Pisanu
- Human_Surnames_3936=Pitkin
- Human_Surnames_3937=Pivnenko
- Human_Surnames_3938=Pixley
- Human_Surnames_3939=Plath
- Human_Surnames_3940=Platon
- Human_Surnames_3941=Plotkin
- Human_Surnames_3942=Plummer
- Human_Surnames_3943=Plunkett
- Human_Surnames_3944=Poirot
- Human_Surnames_3945=Polanco
- Human_Surnames_3946=Pollard
- Human_Surnames_3947=Pomeroy
- Human_Surnames_3948=Poncet
- Human_Surnames_3949=Pond
- Human_Surnames_3950=Poole
- Human_Surnames_3951=Popovic
- Human_Surnames_3952=Poroshenko
- Human_Surnames_3953=Portman
- Human_Surnames_3954=Portnoy
- Human_Surnames_3955=Posavec
- Human_Surnames_3956=Posey
- Human_Surnames_3957=Potter
- Human_Surnames_3958=Powell
- Human_Surnames_3959=Powers
- Human_Surnames_3960=Pradhan
- Human_Surnames_3961=Prajapati
- Human_Surnames_3962=Prasad
- Human_Surnames_3963=Pratchett
- Human_Surnames_3964=Pratt
- Human_Surnames_3965=Prescott
- Human_Surnames_3966=Pressley
- Human_Surnames_3967=Preston
- Human_Surnames_3968=Price
- Human_Surnames_3969=Primm
- Human_Surnames_3970=Pritchard
- Human_Surnames_3971=Pritchett
- Human_Surnames_3972=Proctor
- Human_Surnames_3973=Provost
- Human_Surnames_3974=Pruitt
- Human_Surnames_3975=Pryor
- Human_Surnames_3976=Puckett
- Human_Surnames_3977=Puente
- Human_Surnames_3978=Pueyo
- Human_Surnames_3979=Puhl
- Human_Surnames_3980=Pulaski
- Human_Surnames_3981=Pusateri
- Human_Surnames_3982=Putnam
- Human_Surnames_3983=Pyeon
- Human_Surnames_3984=Qi
- Human_Surnames_3985=Quackenbush
- Human_Surnames_3986=Quadri
- Human_Surnames_3987=Quam
- Human_Surnames_3988=Quang
- Human_Surnames_3989=Quantrill
- Human_Surnames_3990=Queen
- Human_Surnames_3991=Quezada
- Human_Surnames_3992=Quick
- Human_Surnames_3993=Quimby
- Human_Surnames_3994=Quintero
- Human_Surnames_3995=Quist
- Human_Surnames_3996=Qureshi
- Human_Surnames_3997=Rabinowitz
- Human_Surnames_3998=Racine
- Human_Surnames_3999=Radcliff
- Human_Surnames_4000=Radford
- Human_Surnames_4001=Radley
- Human_Surnames_4002=Radomski
- Human_Surnames_4003=Raffa
- Human_Surnames_4004=Raffray
- Human_Surnames_4005=Raghavan
- Human_Surnames_4006=Rahaman
- Human_Surnames_4007=Rahimi
- Human_Surnames_4008=Raine
- Human_Surnames_4009=Rainier
- Human_Surnames_4010=Raja
- Human_Surnames_4011=Rakowski
- Human_Surnames_4012=Raleigh
- Human_Surnames_4013=Ralston
- Human_Surnames_4014=Ramesh
- Human_Surnames_4015=Ramirez
- Human_Surnames_4016=Ramsey
- Human_Surnames_4017=Rand
- Human_Surnames_4018=Randolph
- Human_Surnames_4019=Raoul
- Human_Surnames_4020=Raposa
- Human_Surnames_4021=Rappaport
- Human_Surnames_4022=Rardin
- Human_Surnames_4023=Rashad
- Human_Surnames_4024=Rashid
- Human_Surnames_4025=Rasmussen
- Human_Surnames_4026=Rasnick
- Human_Surnames_4027=Ratcliff
- Human_Surnames_4028=Rathbone
- Human_Surnames_4029=Rather
- Human_Surnames_4030=Raulston
- Human_Surnames_4031=Rauscher
- Human_Surnames_4032=Rautenbach
- Human_Surnames_4033=Ravenscroft
- Human_Surnames_4034=Ravi
- Human_Surnames_4035=Rawal
- Human_Surnames_4036=Rawley
- Human_Surnames_4037=Rawlins
- Human_Surnames_4038=Rayden
- Human_Surnames_4039=Rayman
- Human_Surnames_4040=Rayner
- Human_Surnames_4041=Reacher
- Human_Surnames_4042=Read
- Human_Surnames_4043=Reardon
- Human_Surnames_4044=Rechter
- Human_Surnames_4045=Redd
- Human_Surnames_4046=Redfield
- Human_Surnames_4047=Redford
- Human_Surnames_4048=Redington
- Human_Surnames_4049=Redmond
- Human_Surnames_4050=Reed
- Human_Surnames_4051=Reeves
- Human_Surnames_4052=Regalado
- Human_Surnames_4053=Reichman
- Human_Surnames_4054=Reid
- Human_Surnames_4055=Reilly
- Human_Surnames_4056=Reindell
- Human_Surnames_4057=Reindl
- Human_Surnames_4058=Reinhardt
- Human_Surnames_4059=Reininger
- Human_Surnames_4060=Reisner
- Human_Surnames_4061=Rembert
- Human_Surnames_4062=Remington
- Human_Surnames_4063=Remotti
- Human_Surnames_4064=Remy
- Human_Surnames_4065=Renard
- Human_Surnames_4066=Reneau
- Human_Surnames_4067=Renner
- Human_Surnames_4068=Renquiest
- Human_Surnames_4069=Renshaw
- Human_Surnames_4070=Renwick
- Human_Surnames_4071=Reschetnik
- Human_Surnames_4072=Resnick
- Human_Surnames_4073=Retana
- Human_Surnames_4074=Revis
- Human_Surnames_4075=Rexford
- Human_Surnames_4076=Rexroth
- Human_Surnames_4077=Reyes
- Human_Surnames_4078=Reynolds
- Human_Surnames_4079=Rhodes
- Human_Surnames_4080=Ribera
- Human_Surnames_4081=Riccardi
- Human_Surnames_4082=Ricci
- Human_Surnames_4083=Rice
- Human_Surnames_4084=Richards
- Human_Surnames_4085=Richardson
- Human_Surnames_4086=Richmond
- Human_Surnames_4087=Rickard
- Human_Surnames_4088=Rickman
- Human_Surnames_4089=Ridden
- Human_Surnames_4090=Riddick
- Human_Surnames_4091=Rider
- Human_Surnames_4092=Ridinger
- Human_Surnames_4093=Ridley
- Human_Surnames_4094=Rieger
- Human_Surnames_4095=Rifkin
- Human_Surnames_4096=Rigby
- Human_Surnames_4097=Riggs
- Human_Surnames_4098=Rigsby
- Human_Surnames_4099=Riker
- Human_Surnames_4100=Riley
- Human_Surnames_4101=Rimmer
- Human_Surnames_4102=Rinaldi
- Human_Surnames_4103=Riordan
- Human_Surnames_4104=Ripley
- Human_Surnames_4105=Riser
- Human_Surnames_4106=Rissolo
- Human_Surnames_4107=Ristovski
- Human_Surnames_4108=Riter
- Human_Surnames_4109=Rittle
- Human_Surnames_4110=Ritz
- Human_Surnames_4111=Rivers
- Human_Surnames_4112=Rizzo
- Human_Surnames_4113=Rizzuto
- Human_Surnames_4114=Roache
- Human_Surnames_4115=Roark
- Human_Surnames_4116=Robbins
- Human_Surnames_4117=Roberts
- Human_Surnames_4118=Robertson
- Human_Surnames_4119=Robin
- Human_Surnames_4120=Robins
- Human_Surnames_4121=Robinson
- Human_Surnames_4122=Robles
- Human_Surnames_4123=Robson
- Human_Surnames_4124=Roca
- Human_Surnames_4125=Roccucci
- Human_Surnames_4126=Rochelle
- Human_Surnames_4127=Rochester
- Human_Surnames_4128=Rockhill
- Human_Surnames_4129=Rodden
- Human_Surnames_4130=Rodenburg
- Human_Surnames_4131=Rodgers
- Human_Surnames_4132=Rodriguez
- Human_Surnames_4133=Roehl
- Human_Surnames_4134=Rogalski
- Human_Surnames_4135=Rogan
- Human_Surnames_4136=Rohan
- Human_Surnames_4137=Rohde
- Human_Surnames_4138=Rohrbach
- Human_Surnames_4139=Rojo
- Human_Surnames_4140=Rokuda
- Human_Surnames_4141=Rokutanda
- Human_Surnames_4142=Roland
- Human_Surnames_4143=Rollins
- Human_Surnames_4144=Romanelli
- Human_Surnames_4145=Romanoff
- Human_Surnames_4146=Romero
- Human_Surnames_4147=Ronk
- Human_Surnames_4148=Ronquillo
- Human_Surnames_4149=Roocroft
- Human_Surnames_4150=Rooker
- Human_Surnames_4151=Rooks
- Human_Surnames_4152=Rooney
- Human_Surnames_4153=Roop
- Human_Surnames_4154=Roose
- Human_Surnames_4155=Roper
- Human_Surnames_4156=Rosado
- Human_Surnames_4157=Rosalez
- Human_Surnames_4158=Roscoe
- Human_Surnames_4159=Roselli
- Human_Surnames_4160=Rosenbach
- Human_Surnames_4161=Rosenblatt
- Human_Surnames_4162=Rosenthal
- Human_Surnames_4163=Roshan
- Human_Surnames_4164=Rosner
- Human_Surnames_4165=Ross
- Human_Surnames_4166=Rossum
- Human_Surnames_4167=Roth
- Human_Surnames_4168=Rothschild
- Human_Surnames_4169=Rotolo
- Human_Surnames_4170=Rotterman
- Human_Surnames_4171=Roundtree
- Human_Surnames_4172=Rourke
- Human_Surnames_4173=Rousey
- Human_Surnames_4174=Roux
- Human_Surnames_4175=Rouyer
- Human_Surnames_4176=Rowan
- Human_Surnames_4177=Rowling
- Human_Surnames_4178=Royle
- Human_Surnames_4179=Royston
- Human_Surnames_4180=Ruben
- Human_Surnames_4181=Rucker
- Human_Surnames_4182=Rudd
- Human_Surnames_4183=Rudge
- Human_Surnames_4184=Rudnicki
- Human_Surnames_4185=Rueda
- Human_Surnames_4186=Ruffin
- Human_Surnames_4187=Rufino
- Human_Surnames_4188=Ruger
- Human_Surnames_4189=Rukavina
- Human_Surnames_4190=Rumley
- Human_Surnames_4191=Rumsby
- Human_Surnames_4192=Rundell
- Human_Surnames_4193=Runk
- Human_Surnames_4194=Rusk
- Human_Surnames_4195=Russell
- Human_Surnames_4196=Russo
- Human_Surnames_4197=Russom
- Human_Surnames_4198=Rutgers
- Human_Surnames_4199=Rutherford
- Human_Surnames_4200=Rutkowski
- Human_Surnames_4201=Rutledge
- Human_Surnames_4202=Ruybal
- Human_Surnames_4203=Ruzicka
- Human_Surnames_4204=Rybakov
- Human_Surnames_4205=Ryder
- Human_Surnames_4206=Ryker
- Human_Surnames_4207=Ryusaki
- Human_Surnames_4208=Saad
- Human_Surnames_4209=Sabado
- Human_Surnames_4210=Sabatino
- Human_Surnames_4211=Sabia
- Human_Surnames_4212=Sabin
- Human_Surnames_4213=Sabir
- Human_Surnames_4214=Sadarangani
- Human_Surnames_4215=Sadiq
- Human_Surnames_4216=Sadler
- Human_Surnames_4217=Saeed
- Human_Surnames_4218=Safford
- Human_Surnames_4219=Saftoiu
- Human_Surnames_4220=Sagara
- Human_Surnames_4221=Saito
- Human_Surnames_4222=Sakamoto
- Human_Surnames_4223=Sakata
- Human_Surnames_4224=Saklani
- Human_Surnames_4225=Salah
- Human_Surnames_4226=Salazar
- Human_Surnames_4227=Saldana
- Human_Surnames_4228=Salgado
- Human_Surnames_4229=Salguero
- Human_Surnames_4230=Salinas
- Human_Surnames_4231=Salk
- Human_Surnames_4232=Saltzman
- Human_Surnames_4233=Salvaggio
- Human_Surnames_4234=Salvato
- Human_Surnames_4235=Samford
- Human_Surnames_4236=Sampson
- Human_Surnames_4237=Samuels
- Human_Surnames_4238=Samuelson
- Human_Surnames_4239=Sanchez
- Human_Surnames_4240=Sandberg
- Human_Surnames_4241=Sanders
- Human_Surnames_4242=Sandusky
- Human_Surnames_4243=Sanford
- Human_Surnames_4244=Sanir
- Human_Surnames_4245=Sankar
- Human_Surnames_4246=Sanmiguel
- Human_Surnames_4247=Sanna
- Human_Surnames_4248=Sanpedro
- Human_Surnames_4249=Santelli
- Human_Surnames_4250=Santiago
- Human_Surnames_4251=Santini
- Human_Surnames_4252=Santos
- Human_Surnames_4253=Sanzari
- Human_Surnames_4254=Saunders
- Human_Surnames_4255=Savage
- Human_Surnames_4256=Savakar
- Human_Surnames_4257=Saville
- Human_Surnames_4258=Sawada
- Human_Surnames_4259=Sawtelle
- Human_Surnames_4260=Sawyer
- Human_Surnames_4261=Scaglione
- Human_Surnames_4262=Scarpelli
- Human_Surnames_4263=Schafer
- Human_Surnames_4264=Schieber
- Human_Surnames_4265=Schiefelbein
- Human_Surnames_4266=Schimmel
- Human_Surnames_4267=Schisler
- Human_Surnames_4268=Schlegel
- Human_Surnames_4269=Schmidt
- Human_Surnames_4270=Schneider
- Human_Surnames_4271=Schrader
- Human_Surnames_4272=Schreiber
- Human_Surnames_4273=Schroder
- Human_Surnames_4274=Schroeder
- Human_Surnames_4275=Schrute
- Human_Surnames_4276=Schultz
- Human_Surnames_4277=Schumacher
- Human_Surnames_4278=Schwartz
- Human_Surnames_4279=Scofield
- Human_Surnames_4280=Scoggins
- Human_Surnames_4281=Scoville
- Human_Surnames_4282=Scranton
- Human_Surnames_4283=Scrivner
- Human_Surnames_4284=Scruggs
- Human_Surnames_4285=Seaborn
- Human_Surnames_4286=Seabury
- Human_Surnames_4287=Sedano
- Human_Surnames_4288=Sedgewick
- Human_Surnames_4289=Seedat
- Human_Surnames_4290=Seeger
- Human_Surnames_4291=Seeley
- Human_Surnames_4292=Segal
- Human_Surnames_4293=Seiber
- Human_Surnames_4294=Seidel
- Human_Surnames_4295=Selig
- Human_Surnames_4296=Sellars
- Human_Surnames_4297=Selleck
- Human_Surnames_4298=Sellers
- Human_Surnames_4299=Sellner
- Human_Surnames_4300=Selwyn
- Human_Surnames_4301=Semler
- Human_Surnames_4302=Semper
- Human_Surnames_4303=Senecal
- Human_Surnames_4304=Seng
- Human_Surnames_4305=Sengupta
- Human_Surnames_4306=Senior
- Human_Surnames_4307=Senter
- Human_Surnames_4308=Seong
- Human_Surnames_4309=September
- Human_Surnames_4310=Sepulveda
- Human_Surnames_4311=Serafin
- Human_Surnames_4312=Serino
- Human_Surnames_4313=Serkis
- Human_Surnames_4314=Serrano
- Human_Surnames_4315=Setzer
- Human_Surnames_4316=Seward
- Human_Surnames_4317=Shackelford
- Human_Surnames_4318=Shade
- Human_Surnames_4319=Shaders
- Human_Surnames_4320=Shadwick
- Human_Surnames_4321=Shafer
- Human_Surnames_4322=Shahin
- Human_Surnames_4323=Shaker
- Human_Surnames_4324=Shakir
- Human_Surnames_4325=Shankar
- Human_Surnames_4326=Shapiro
- Human_Surnames_4327=Sharif
- Human_Surnames_4328=Sharpe
- Human_Surnames_4329=Shatner
- Human_Surnames_4330=Shaw
- Human_Surnames_4331=Shay
- Human_Surnames_4332=Shearer
- Human_Surnames_4333=Shedlock
- Human_Surnames_4334=Shelby
- Human_Surnames_4335=Sheldrake
- Human_Surnames_4336=Shelton
- Human_Surnames_4337=Shepard
- Human_Surnames_4338=Sheridan
- Human_Surnames_4339=Sherman
- Human_Surnames_4340=Sherwin
- Human_Surnames_4341=Shetty
- Human_Surnames_4342=Shibata
- Human_Surnames_4343=Shields
- Human_Surnames_4344=Shimada
- Human_Surnames_4345=Shimura
- Human_Surnames_4346=Shin
- Human_Surnames_4347=Shinjo
- Human_Surnames_4348=Shipley
- Human_Surnames_4349=Shirai
- Human_Surnames_4350=Shively
- Human_Surnames_4351=Sholokhov
- Human_Surnames_4352=Showalter
- Human_Surnames_4353=Shrader
- Human_Surnames_4354=Shriver
- Human_Surnames_4355=Shubert
- Human_Surnames_4356=Shumaker
- Human_Surnames_4357=Sibbe
- Human_Surnames_4358=Sibeko
- Human_Surnames_4359=Sibisi
- Human_Surnames_4360=Sickler
- Human_Surnames_4361=Sidwell
- Human_Surnames_4362=Siegler
- Human_Surnames_4363=Sigman
- Human_Surnames_4364=Siler
- Human_Surnames_4365=Silva
- Human_Surnames_4366=Silverman
- Human_Surnames_4367=Silverton
- Human_Surnames_4368=Simmons
- Human_Surnames_4369=Simms
- Human_Surnames_4370=Simoneaux
- Human_Surnames_4371=Simonov
- Human_Surnames_4372=Simonson
- Human_Surnames_4373=Sinclair
- Human_Surnames_4374=Singer
- Human_Surnames_4375=Singh
- Human_Surnames_4376=Sirianni
- Human_Surnames_4377=Sirrelle
- Human_Surnames_4378=Sisco
- Human_Surnames_4379=Sisemore
- Human_Surnames_4380=Sitwell
- Human_Surnames_4381=Skaggs
- Human_Surnames_4382=Skelton
- Human_Surnames_4383=Skinner
- Human_Surnames_4384=Sklar
- Human_Surnames_4385=Skolnick
- Human_Surnames_4386=Skosana
- Human_Surnames_4387=Sky
- Human_Surnames_4388=Slabber
- Human_Surnames_4389=Slade
- Human_Surnames_4390=Slager
- Human_Surnames_4391=Slattery
- Human_Surnames_4392=Slavik
- Human_Surnames_4393=Slawson
- Human_Surnames_4394=Sledge
- Human_Surnames_4395=Sloane
- Human_Surnames_4396=Slocum
- Human_Surnames_4397=Slovenski
- Human_Surnames_4398=Sluder
- Human_Surnames_4399=Smalls
- Human_Surnames_4400=Smead
- Human_Surnames_4401=Smeltzer
- Human_Surnames_4402=Smiley
- Human_Surnames_4403=Smit
- Human_Surnames_4404=Smith
- Human_Surnames_4405=Smithers
- Human_Surnames_4406=Smoak
- Human_Surnames_4407=Smythe
- Human_Surnames_4408=Snape
- Human_Surnames_4409=Snead
- Human_Surnames_4410=Snell
- Human_Surnames_4411=Snider
- Human_Surnames_4412=Snodgrass
- Human_Surnames_4413=Snow
- Human_Surnames_4414=Snyder
- Human_Surnames_4415=Solari
- Human_Surnames_4416=Soldano
- Human_Surnames_4417=Soliday
- Human_Surnames_4418=Sollaneck
- Human_Surnames_4419=Solomon
- Human_Surnames_4420=Somerville
- Human_Surnames_4421=Somoza
- Human_Surnames_4422=Song
- Human_Surnames_4423=Sonoda
- Human_Surnames_4424=Sontag
- Human_Surnames_4425=Soon
- Human_Surnames_4426=Soper
- Human_Surnames_4427=Sorensen
- Human_Surnames_4428=Soriano
- Human_Surnames_4429=Sorkin
- Human_Surnames_4430=Sorrentino
- Human_Surnames_4431=Sotomayor
- Human_Surnames_4432=Southall
- Human_Surnames_4433=Souza
- Human_Surnames_4434=Spada
- Human_Surnames_4435=Spadaro
- Human_Surnames_4436=Spade
- Human_Surnames_4437=Spalding
- Human_Surnames_4438=Spangler
- Human_Surnames_4439=Spano
- Human_Surnames_4440=Sparks
- Human_Surnames_4441=Sparrow
- Human_Surnames_4442=Speak
- Human_Surnames_4443=Spears
- Human_Surnames_4444=Speicher
- Human_Surnames_4445=Speranza
- Human_Surnames_4446=Spero
- Human_Surnames_4447=Spielberg
- Human_Surnames_4448=Spiker
- Human_Surnames_4449=Spinella
- Human_Surnames_4450=Spinney
- Human_Surnames_4451=Spino
- Human_Surnames_4452=Spiro
- Human_Surnames_4453=Spisak
- Human_Surnames_4454=Spitzer
- Human_Surnames_4455=Spivak
- Human_Surnames_4456=Spivey
- Human_Surnames_4457=Spooner
- Human_Surnames_4458=Sprague
- Human_Surnames_4459=Spranger
- Human_Surnames_4460=Sprankle
- Human_Surnames_4461=Springer
- Human_Surnames_4462=Sprouse
- Human_Surnames_4463=Sprunger
- Human_Surnames_4464=Spurlin
- Human_Surnames_4465=Spurlock
- Human_Surnames_4466=Sridhar
- Human_Surnames_4467=Stabler
- Human_Surnames_4468=Stackhouse
- Human_Surnames_4469=Stadler
- Human_Surnames_4470=Stafford
- Human_Surnames_4471=Stahlman
- Human_Surnames_4472=Stalder
- Human_Surnames_4473=Stamtsi
- Human_Surnames_4474=Standifer
- Human_Surnames_4475=Standish
- Human_Surnames_4476=Stanford
- Human_Surnames_4477=Stanhope
- Human_Surnames_4478=Stanley
- Human_Surnames_4479=Stansel
- Human_Surnames_4480=Stapleton
- Human_Surnames_4481=Star
- Human_Surnames_4482=Stark
- Human_Surnames_4483=Starling
- Human_Surnames_4484=Stasik
- Human_Surnames_4485=Statham
- Human_Surnames_4486=Statler
- Human_Surnames_4487=Stearns
- Human_Surnames_4488=Steckler
- Human_Surnames_4489=Stedman
- Human_Surnames_4490=Steele
- Human_Surnames_4491=Stefanelli
- Human_Surnames_4492=Stefanski
- Human_Surnames_4493=Steiger
- Human_Surnames_4494=Stein
- Human_Surnames_4495=Steinbeck
- Human_Surnames_4496=Steinfeld
- Human_Surnames_4497=Stelling
- Human_Surnames_4498=Stenhouse
- Human_Surnames_4499=Stephan
- Human_Surnames_4500=Stephens
- Human_Surnames_4501=Stephenson
- Human_Surnames_4502=Sterling
- Human_Surnames_4503=Stetson
- Human_Surnames_4504=Stevens
- Human_Surnames_4505=Stewart
- Human_Surnames_4506=Stigler
- Human_Surnames_4507=Stiller
- Human_Surnames_4508=Stilwell
- Human_Surnames_4509=Stiner
- Human_Surnames_4510=Stingley
- Human_Surnames_4511=Stinson
- Human_Surnames_4512=Stockard
- Human_Surnames_4513=Stoker
- Human_Surnames_4514=Stolte
- Human_Surnames_4515=Stoltz
- Human_Surnames_4516=Stone
- Human_Surnames_4517=Storm
- Human_Surnames_4518=Stott
- Human_Surnames_4519=Stottlemyer
- Human_Surnames_4520=Stover
- Human_Surnames_4521=Stowe
- Human_Surnames_4522=Strader
- Human_Surnames_4523=Strahan
- Human_Surnames_4524=Strange
- Human_Surnames_4525=Stratford
- Human_Surnames_4526=Straub
- Human_Surnames_4527=Strauss
- Human_Surnames_4528=Strayer
- Human_Surnames_4529=Stricklin
- Human_Surnames_4530=Stringer
- Human_Surnames_4531=Stroble
- Human_Surnames_4532=Stromberg
- Human_Surnames_4533=Strong
- Human_Surnames_4534=Strub
- Human_Surnames_4535=Stubbs
- Human_Surnames_4536=Stumbo
- Human_Surnames_4537=Stumpf
- Human_Surnames_4538=Stunkard
- Human_Surnames_4539=Stuppler
- Human_Surnames_4540=Styles
- Human_Surnames_4541=Suarez
- Human_Surnames_4542=Subera
- Human_Surnames_4543=Subia
- Human_Surnames_4544=Sudo
- Human_Surnames_4545=Sugihara
- Human_Surnames_4546=Suhr
- Human_Surnames_4547=Suliman
- Human_Surnames_4548=Sullivan
- Human_Surnames_4549=Summers
- Human_Surnames_4550=Sumner
- Human_Surnames_4551=Sundaram
- Human_Surnames_4552=Sung
- Human_Surnames_4553=Suniga
- Human_Surnames_4554=Sussex
- Human_Surnames_4555=Sussman
- Human_Surnames_4556=Sutcliffe
- Human_Surnames_4557=Sutter
- Human_Surnames_4558=Sutton
- Human_Surnames_4559=Svensson
- Human_Surnames_4560=Swacker
- Human_Surnames_4561=Swadesh
- Human_Surnames_4562=Swafford
- Human_Surnames_4563=Swank
- Human_Surnames_4564=Swanson
- Human_Surnames_4565=Swayze
- Human_Surnames_4566=Swearingen
- Human_Surnames_4567=Sweeny
- Human_Surnames_4568=Swift
- Human_Surnames_4569=Swiger
- Human_Surnames_4570=Swinton
- Human_Surnames_4571=Switzer
- Human_Surnames_4572=Swofford
- Human_Surnames_4573=Sykes
- Human_Surnames_4574=Szkotak
- Human_Surnames_4575=Szymanski
- Human_Surnames_4576=Tabares
- Human_Surnames_4577=Taber
- Human_Surnames_4578=Tabler
- Human_Surnames_4579=Tabor
- Human_Surnames_4580=Tachibana
- Human_Surnames_4581=Tack
- Human_Surnames_4582=Tadlock
- Human_Surnames_4583=Tafoya
- Human_Surnames_4584=Taft
- Human_Surnames_4585=Tagata
- Human_Surnames_4586=Tagawa
- Human_Surnames_4587=Taggart
- Human_Surnames_4588=Tahiliani
- Human_Surnames_4589=Tahir
- Human_Surnames_4590=Takada
- Human_Surnames_4591=Takagi
- Human_Surnames_4592=Takahashi
- Human_Surnames_4593=Takamura
- Human_Surnames_4594=Takanawa
- Human_Surnames_4595=Takei
- Human_Surnames_4596=Talarico
- Human_Surnames_4597=Talbot
- Human_Surnames_4598=Talgeri
- Human_Surnames_4599=Talmage
- Human_Surnames_4600=Talton
- Human_Surnames_4601=Tam
- Human_Surnames_4602=Tamashiro
- Human_Surnames_4603=Tamblin
- Human_Surnames_4604=Tan
- Human_Surnames_4605=Tanabe
- Human_Surnames_4606=Tanaka
- Human_Surnames_4607=Tandy
- Human_Surnames_4608=Tankersley
- Human_Surnames_4609=Tanner
- Human_Surnames_4610=Tansey
- Human_Surnames_4611=Tapley
- Human_Surnames_4612=Tapper
- Human_Surnames_4613=Tardif
- Human_Surnames_4614=Tarkanian
- Human_Surnames_4615=Tarver
- Human_Surnames_4616=Tasker
- Human_Surnames_4617=Tate
- Human_Surnames_4618=Tatman
- Human_Surnames_4619=Tatum
- Human_Surnames_4620=Tau
- Human_Surnames_4621=Taub
- Human_Surnames_4622=Tavera
- Human_Surnames_4623=Taylor
- Human_Surnames_4624=Tebogo
- Human_Surnames_4625=Tegan
- Human_Surnames_4626=Tejada
- Human_Surnames_4627=Tejwani
- Human_Surnames_4628=Telfer
- Human_Surnames_4629=Temple
- Human_Surnames_4630=Templeton
- Human_Surnames_4631=Tenenbaum
- Human_Surnames_4632=Teng
- Human_Surnames_4633=Tennant
- Human_Surnames_4634=Tennison
- Human_Surnames_4635=Terada
- Human_Surnames_4636=Terrell
- Human_Surnames_4637=Tesch
- Human_Surnames_4638=Thach
- Human_Surnames_4639=Thames
- Human_Surnames_4640=Than
- Human_Surnames_4641=Thao
- Human_Surnames_4642=Thatcher
- Human_Surnames_4643=Thaxton
- Human_Surnames_4644=Thomason
- Human_Surnames_4645=Thomasson
- Human_Surnames_4646=Thomson
- Human_Surnames_4647=Thoreau
- Human_Surnames_4648=Thornberg
- Human_Surnames_4649=Thornberry
- Human_Surnames_4650=Thorne
- Human_Surnames_4651=Thorpe
- Human_Surnames_4652=Thorson
- Human_Surnames_4653=Thorwald
- Human_Surnames_4654=Threadgill
- Human_Surnames_4655=Thruston
- Human_Surnames_4656=Thwala
- Human_Surnames_4657=Tibbins
- Human_Surnames_4658=Tibbles
- Human_Surnames_4659=Tibbs
- Human_Surnames_4660=Tidmore
- Human_Surnames_4661=Tidwell
- Human_Surnames_4662=Tien
- Human_Surnames_4663=Tierney
- Human_Surnames_4664=Tighe
- Human_Surnames_4665=Tilak
- Human_Surnames_4666=Tildsley
- Human_Surnames_4667=Tilford
- Human_Surnames_4668=Tillery
- Human_Surnames_4669=Tillman
- Human_Surnames_4670=Tilton
- Human_Surnames_4671=Timmins
- Human_Surnames_4672=Timms
- Human_Surnames_4673=Tinajero
- Human_Surnames_4674=Tinch
- Human_Surnames_4675=Tindell
- Human_Surnames_4676=Ting
- Human_Surnames_4677=Tingey
- Human_Surnames_4678=Tingler
- Human_Surnames_4679=Tinibu
- Human_Surnames_4680=Tinker
- Human_Surnames_4681=Tinley
- Human_Surnames_4682=Tipper
- Human_Surnames_4683=Tirrell
- Human_Surnames_4684=Tiscareno
- Human_Surnames_4685=Tiwari
- Human_Surnames_4686=Tober
- Human_Surnames_4687=Tobin
- Human_Surnames_4688=Todaro
- Human_Surnames_4689=Toguchi
- Human_Surnames_4690=Tokarev
- Human_Surnames_4691=Toland
- Human_Surnames_4692=Toledo
- Human_Surnames_4693=Tolentino
- Human_Surnames_4694=Toliver
- Human_Surnames_4695=Tolkien
- Human_Surnames_4696=Tollefson
- Human_Surnames_4697=Tomada
- Human_Surnames_4698=Tomasello
- Human_Surnames_4699=Tomczyk
- Human_Surnames_4700=Tome
- Human_Surnames_4701=Tomes
- Human_Surnames_4702=Tominaga
- Human_Surnames_4703=Tomita
- Human_Surnames_4704=Tomkins
- Human_Surnames_4705=Tomlin
- Human_Surnames_4706=Tompkins
- Human_Surnames_4707=Tompson
- Human_Surnames_4708=Tong
- Human_Surnames_4709=Tonks
- Human_Surnames_4710=Topham
- Human_Surnames_4711=Topper
- Human_Surnames_4712=Toral
- Human_Surnames_4713=Torbica
- Human_Surnames_4714=Toriyama
- Human_Surnames_4715=Torkelson
- Human_Surnames_4716=Torrence
- Human_Surnames_4717=Torrez
- Human_Surnames_4718=Toscani
- Human_Surnames_4719=Toshima
- Human_Surnames_4720=Toth
- Human_Surnames_4721=Touchet
- Human_Surnames_4722=Toussaint
- Human_Surnames_4723=Tovar
- Human_Surnames_4724=Townsend
- Human_Surnames_4725=Townshend
- Human_Surnames_4726=Tozer
- Human_Surnames_4727=Traeger
- Human_Surnames_4728=Tram
- Human_Surnames_4729=Tran
- Human_Surnames_4730=Trapp
- Human_Surnames_4731=Trask
- Human_Surnames_4732=Trattner
- Human_Surnames_4733=Trautman
- Human_Surnames_4734=Travers
- Human_Surnames_4735=Treacher
- Human_Surnames_4736=Treadwell
- Human_Surnames_4737=Tredway
- Human_Surnames_4738=Trejo
- Human_Surnames_4739=Tremaine
- Human_Surnames_4740=Trembley
- Human_Surnames_4741=Tressler
- Human_Surnames_4742=Trevena
- Human_Surnames_4743=Trevino
- Human_Surnames_4744=Trevisani
- Human_Surnames_4745=Tribble
- Human_Surnames_4746=Trimble
- Human_Surnames_4747=Trimmer
- Human_Surnames_4748=Trinh
- Human_Surnames_4749=Triolo
- Human_Surnames_4750=Tripp
- Human_Surnames_4751=Trisler
- Human_Surnames_4752=Trogdon
- Human_Surnames_4753=Trombly
- Human_Surnames_4754=Trotsky
- Human_Surnames_4755=Troughton
- Human_Surnames_4756=Trovato
- Human_Surnames_4757=Troyer
- Human_Surnames_4758=Trudeau
- Human_Surnames_4759=Trufin
- Human_Surnames_4760=Truitt
- Human_Surnames_4761=Truman
- Human_Surnames_4762=Trumbo
- Human_Surnames_4763=Tsai
- Human_Surnames_4764=Tsang
- Human_Surnames_4765=Tsao
- Human_Surnames_4766=Tsuda
- Human_Surnames_4767=Tubbs
- Human_Surnames_4768=Tucker
- Human_Surnames_4769=Tuller
- Human_Surnames_4770=Tully
- Human_Surnames_4771=Tumlin
- Human_Surnames_4772=Turberfield
- Human_Surnames_4773=Turlington
- Human_Surnames_4774=Turner
- Human_Surnames_4775=Turnquist
- Human_Surnames_4776=Tuttle
- Human_Surnames_4777=Tyrrell
- Human_Surnames_4778=Ubai
- Human_Surnames_4779=Ubaraki
- Human_Surnames_4780=Uchida
- Human_Surnames_4781=Uchiha
- Human_Surnames_4782=Udagawa
- Human_Surnames_4783=Udell
- Human_Surnames_4784=Uhler
- Human_Surnames_4785=Uhrig
- Human_Surnames_4786=Ullah
- Human_Surnames_4787=Umali
- Human_Surnames_4788=Umanzor
- Human_Surnames_4789=Umeda
- Human_Surnames_4790=Umeno
- Human_Surnames_4791=Underhill
- Human_Surnames_4792=Underwood
- Human_Surnames_4793=Unger
- Human_Surnames_4794=Upshaw
- Human_Surnames_4795=Upton
- Human_Surnames_4796=Urayama
- Human_Surnames_4797=Utagawa
- Human_Surnames_4798=Utley
- Human_Surnames_4799=Uzumaki
- Human_Surnames_4800=Vaca
- Human_Surnames_4801=Vaccaro
- Human_Surnames_4802=Vaden
- Human_Surnames_4803=Vadhra
- Human_Surnames_4804=Vail
- Human_Surnames_4805=Vaillancourt
- Human_Surnames_4806=Vaillant
- Human_Surnames_4807=Valadez
- Human_Surnames_4808=Valderrama
- Human_Surnames_4809=Valdez
- Human_Surnames_4810=Valenciano
- Human_Surnames_4811=Valentine
- Human_Surnames_4812=Valero
- Human_Surnames_4813=Vallejo
- Human_Surnames_4814=Vallin
- Human_Surnames_4815=Vanallen
- Human_Surnames_4816=Vanatta
- Human_Surnames_4817=Vanbrocklin
- Human_Surnames_4818=Vanburen
- Human_Surnames_4819=Vance
- Human_Surnames_4820=Vandam
- Human_Surnames_4821=Vandenberg
- Human_Surnames_4822=Vanderbilt
- Human_Surnames_4823=Vandermark
- Human_Surnames_4824=Vanderwal
- Human_Surnames_4825=Vanek
- Human_Surnames_4826=Vanhorn
- Human_Surnames_4827=Vann
- Human_Surnames_4828=Vansteenkiste
- Human_Surnames_4829=Vanwyk
- Human_Surnames_4830=Vanzant
- Human_Surnames_4831=Vaquero
- Human_Surnames_4832=Vargas
- Human_Surnames_4833=Varley
- Human_Surnames_4834=Varner
- Human_Surnames_4835=Vasko
- Human_Surnames_4836=Vasquez
- Human_Surnames_4837=Vass
- Human_Surnames_4838=Vaswani
- Human_Surnames_4839=Vaughn
- Human_Surnames_4840=Vaux
- Human_Surnames_4841=Vavilov
- Human_Surnames_4842=Vecellio
- Human_Surnames_4843=Vecoli
- Human_Surnames_4844=Vedder
- Human_Surnames_4845=Velankar
- Human_Surnames_4846=Velasco
- Human_Surnames_4847=Velazquez
- Human_Surnames_4848=Venkatesh
- Human_Surnames_4849=Venter
- Human_Surnames_4850=Ventura
- Human_Surnames_4851=Verde
- Human_Surnames_4852=Verdugo
- Human_Surnames_4853=Vergara
- Human_Surnames_4854=Verhoeven
- Human_Surnames_4855=Vermillion
- Human_Surnames_4856=Verner
- Human_Surnames_4857=Vetoreti
- Human_Surnames_4858=Vetrano
- Human_Surnames_4859=Vicari
- Human_Surnames_4860=Vicario
- Human_Surnames_4861=Vicencio
- Human_Surnames_4862=Vickers
- Human_Surnames_4863=Vicuna
- Human_Surnames_4864=Vidal
- Human_Surnames_4865=Vidana
- Human_Surnames_4866=Viernes
- Human_Surnames_4867=Viggiano
- Human_Surnames_4868=Villamar
- Human_Surnames_4869=Villani
- Human_Surnames_4870=Villicana
- Human_Surnames_4871=Vincoli
- Human_Surnames_4872=Vinh
- Human_Surnames_4873=Virani
- Human_Surnames_4874=Visconti
- Human_Surnames_4875=Visser
- Human_Surnames_4876=Vizcaino
- Human_Surnames_4877=Voelker
- Human_Surnames_4878=Vogan
- Human_Surnames_4879=Vogel
- Human_Surnames_4880=Voight
- Human_Surnames_4881=Volkman
- Human_Surnames_4882=Voorhees
- Human_Surnames_4883=Voroshilov
- Human_Surnames_4884=Vos
- Human_Surnames_4885=Vosburg
- Human_Surnames_4886=Vossler
- Human_Surnames_4887=Vudatha
- Human_Surnames_4888=Vuuren
- Human_Surnames_4889=Wadsworth
- Human_Surnames_4890=Wafford
- Human_Surnames_4891=Wagler
- Human_Surnames_4892=Wagner
- Human_Surnames_4893=Wagstaff
- Human_Surnames_4894=Wahlberg
- Human_Surnames_4895=Wai
- Human_Surnames_4896=Wainwright
- Human_Surnames_4897=Wakabayashi
- Human_Surnames_4898=Wakamoto
- Human_Surnames_4899=Wakana
- Human_Surnames_4900=Wakefield
- Human_Surnames_4901=Walburn
- Human_Surnames_4902=Walcott
- Human_Surnames_4903=Walden
- Human_Surnames_4904=Waldrup
- Human_Surnames_4905=Walker
- Human_Surnames_4906=Waller
- Human_Surnames_4907=Wallis
- Human_Surnames_4908=Walpole
- Human_Surnames_4909=Walsh
- Human_Surnames_4910=Walters
- Human_Surnames_4911=Walton
- Human_Surnames_4912=Waltz
- Human_Surnames_4913=Wan
- Human_Surnames_4914=Ward
- Human_Surnames_4915=Wardlaw
- Human_Surnames_4916=Waring
- Human_Surnames_4917=Warner
- Human_Surnames_4918=Warren
- Human_Surnames_4919=Warrick
- Human_Surnames_4920=Warton
- Human_Surnames_4921=Washburn
- Human_Surnames_4922=Washio
- Human_Surnames_4923=Watabe
- Human_Surnames_4924=Watanabe
- Human_Surnames_4925=Waterbury
- Human_Surnames_4926=Waters
- Human_Surnames_4927=Watkins
- Human_Surnames_4928=Watley
- Human_Surnames_4929=Watson
- Human_Surnames_4930=Watts
- Human_Surnames_4931=Waxman
- Human_Surnames_4932=Waybright
- Human_Surnames_4933=Wazir
- Human_Surnames_4934=Weatherby
- Human_Surnames_4935=Weathers
- Human_Surnames_4936=Weatherwax
- Human_Surnames_4937=Weaver
- Human_Surnames_4938=Webb
- Human_Surnames_4939=Webster
- Human_Surnames_4940=Wedge
- Human_Surnames_4941=Weeks
- Human_Surnames_4942=Wegman
- Human_Surnames_4943=Weingart
- Human_Surnames_4944=Weisenthal
- Human_Surnames_4945=Weiss
- Human_Surnames_4946=Weissbaum
- Human_Surnames_4947=Welborn
- Human_Surnames_4948=Welcker
- Human_Surnames_4949=Welk
- Human_Surnames_4950=Wellington
- Human_Surnames_4951=Wells
- Human_Surnames_4952=Welsh
- Human_Surnames_4953=Wen
- Human_Surnames_4954=Wendt
- Human_Surnames_4955=Weng
- Human_Surnames_4956=Wentworth
- Human_Surnames_4957=Wentz
- Human_Surnames_4958=Wenzel
- Human_Surnames_4959=Werkheiser
- Human_Surnames_4960=Wernisch
- Human_Surnames_4961=Wesner
- Human_Surnames_4962=West
- Human_Surnames_4963=Westbrook
- Human_Surnames_4964=Westfield
- Human_Surnames_4965=Westlake
- Human_Surnames_4966=Wetzel
- Human_Surnames_4967=Wexler
- Human_Surnames_4968=Wharton
- Human_Surnames_4969=Wheaton
- Human_Surnames_4970=Wheeler
- Human_Surnames_4971=Whicker
- Human_Surnames_4972=Whistler
- Human_Surnames_4973=Whitaker
- Human_Surnames_4974=White
- Human_Surnames_4975=Whiting
- Human_Surnames_4976=Whitley
- Human_Surnames_4977=Whitman
- Human_Surnames_4978=Wi
- Human_Surnames_4979=Widmer
- Human_Surnames_4980=Wiesenthal
- Human_Surnames_4981=Wieser
- Human_Surnames_4982=Wiggins
- Human_Surnames_4983=Wightman
- Human_Surnames_4984=Wilbourn
- Human_Surnames_4985=Wilcox
- Human_Surnames_4986=Wilder
- Human_Surnames_4987=Wilding
- Human_Surnames_4988=Wiley
- Human_Surnames_4989=Wilford
- Human_Surnames_4990=Wilke
- Human_Surnames_4991=Wilkens
- Human_Surnames_4992=Wilkerson
- Human_Surnames_4993=Wilkes
- Human_Surnames_4994=Wilkie
- Human_Surnames_4995=Wilkinson
- Human_Surnames_4996=Williams
- Human_Surnames_4997=Willis
- Human_Surnames_4998=Willson
- Human_Surnames_4999=Wilmer
- Human_Surnames_5000=Wilmington
- Human_Surnames_5001=Wilmore
- Human_Surnames_5002=Wilshire
- Human_Surnames_5003=Wilson
- Human_Surnames_5004=Wimbley
- Human_Surnames_5005=Winchester
- Human_Surnames_5006=Windham
- Human_Surnames_5007=Winger
- Human_Surnames_5008=Winkleman
- Human_Surnames_5009=Winkler
- Human_Surnames_5010=Winnett
- Human_Surnames_5011=Winslow
- Human_Surnames_5012=Winstead
- Human_Surnames_5013=Winters
- Human_Surnames_5014=Wise
- Human_Surnames_5015=Withers
- Human_Surnames_5016=Witkin
- Human_Surnames_5017=Witman
- Human_Surnames_5018=Wodehouse
- Human_Surnames_5019=Wolak
- Human_Surnames_5020=Wolfe
- Human_Surnames_5021=Wollaston
- Human_Surnames_5022=Woller
- Human_Surnames_5023=Womack
- Human_Surnames_5024=Wong
- Human_Surnames_5025=Wood
- Human_Surnames_5026=Woodard
- Human_Surnames_5027=Woodbury
- Human_Surnames_5028=Woodford
- Human_Surnames_5029=Woodman
- Human_Surnames_5030=Woodrow
- Human_Surnames_5031=Woodward
- Human_Surnames_5032=Worster
- Human_Surnames_5033=Worth
- Human_Surnames_5034=Worthington
- Human_Surnames_5035=Wren
- Human_Surnames_5036=Wright
- Human_Surnames_5037=Wrigley
- Human_Surnames_5038=Wu
- Human_Surnames_5039=Wyland
- Human_Surnames_5040=Xi
- Human_Surnames_5041=Xiang
- Human_Surnames_5042=Xiao
- Human_Surnames_5043=Xin
- Human_Surnames_5044=Xu
- Human_Surnames_5045=Yabuki
- Human_Surnames_5046=Yacoub
- Human_Surnames_5047=Yadav
- Human_Surnames_5048=Yaeger
- Human_Surnames_5049=Yagami
- Human_Surnames_5050=Yagi
- Human_Surnames_5051=Yagnik
- Human_Surnames_5052=Yakamoto
- Human_Surnames_5053=Yamada
- Human_Surnames_5054=Yamago
- Human_Surnames_5055=Yamaguchi
- Human_Surnames_5056=Yamato
- Human_Surnames_5057=Yan
- Human_Surnames_5058=Yancy
- Human_Surnames_5059=Yang
- Human_Surnames_5060=Yap
- Human_Surnames_5061=Yazawa
- Human_Surnames_5062=Yee
- Human_Surnames_5063=Yeung
- Human_Surnames_5064=Ying
- Human_Surnames_5065=Yoder
- Human_Surnames_5066=Yonai
- Human_Surnames_5067=Yoon
- Human_Surnames_5068=Yorke
- Human_Surnames_5069=Yoshimura
- Human_Surnames_5070=Yost
- Human_Surnames_5071=Young
- Human_Surnames_5072=Youssef
- Human_Surnames_5073=Yu
- Human_Surnames_5074=Yue
- Human_Surnames_5075=Zaan
- Human_Surnames_5076=Zabala
- Human_Surnames_5077=Zafar
- Human_Surnames_5078=Zagorski
- Human_Surnames_5079=Zahid
- Human_Surnames_5080=Zahir
- Human_Surnames_5081=Zaleski
- Human_Surnames_5082=Zamora
- Human_Surnames_5083=Zamzow
- Human_Surnames_5084=Zang
- Human_Surnames_5085=Zavala
- Human_Surnames_5086=Zeigler
- Human_Surnames_5087=Zeiss
- Human_Surnames_5088=Zelinski
- Human_Surnames_5089=Zellner
- Human_Surnames_5090=Zentani
- Human_Surnames_5091=Zhan
- Human_Surnames_5092=Zhu
- Human_Surnames_5093=Zimmer
- Human_Surnames_5094=Zimmerman
- Human_Surnames_5095=Zoeller
- Human_Surnames_5096=Zuckerman
- Human_Surnames_5097=Zuma
- Human_Surnames_5098=Zurovec
- Human_Surnames_5099=Zuylen
- Human_Surnames_5100=Zwick
- hurdyn_bounty_danger_0001=*DELETE THIS* This is a high-class hitter, so expect a fight.
- hurdyn_bounty_danger_0002=*DELETE THIS* Suspect has a history of violence. Use caution when approaching.
- hurdyn_bounty_danger_0003=*DELETE THIS* This bounty has been flagged ultra, so exercise extreme caution.
- hurdyn_bounty_danger_0004=*DELETE THIS* This is a high-risk contract.
- hurdyn_bounty_desc=*DELETE THIS* ~mission(Description)
- hurdyn_bounty_desc_0001=*DELETE THIS* Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
- hurdyn_bounty_desc_0003=*DELETE THIS* WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
- hurdyn_bounty_desc_first=*DELETE THIS* In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
- hurdyn_bounty_desc_first_Hurston=*DELETE THIS* In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
- hurdyn_bounty_from=*DELETE THIS* ~mission(Contractor)
- hurdyn_bounty_from_first=*DELETE THIS* Crusader Security
- hurdyn_bounty_from_first_Hurston=*DELETE THIS* Hurston Dynamics
- hurdyn_bounty_location_0001=*DELETE THIS* Client will provide target's last known location.
- hurdyn_bounty_location_0002=*DELETE THIS* If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
- hurdyn_bounty_location_0003=*DELETE THIS* Target was last seen at Grim HEX.
- hurdyn_bounty_location_0004=*DELETE THIS* All relevant location data will be provided upon acceptance of bounty.
- hurdyn_bounty_obj_long_01=*DELETE THIS* Search for bounty at their last known location.
- hurdyn_bounty_obj_long_02=*DELETE THIS* Find and neutralize ~mission(TargetName).
- hurdyn_bounty_obj_marker_01=*DELETE THIS* ~mission(TargetName)
- hurdyn_bounty_obj_marker_02=*DELETE THIS* Neutralize
- hurdyn_bounty_obj_short_01=*DELETE THIS* Search for Bounty
- hurdyn_bounty_obj_short_02=*DELETE THIS* Neutralize the Bounty
- hurdyn_bounty_timed_0001=*DELETE THIS* You will have a very specific window of opportunity. Take them down before they disappear again.
- hurdyn_bounty_timed_0002=*DELETE THIS* Target will be aware of bounty, so you'll have to move fast.
- hurdyn_bounty_timed_0003=*DELETE THIS* This contract comes with a timer clause.
- hurdyn_bounty_title=*DELETE THIS* ~mission(Title)
- hurdyn_bounty_title_0001=*DELETE THIS* Bounty Target
- hurdyn_bounty_title_0002=*DELETE THIS* Wanted: ~mission(TargetName)
- hurdyn_bounty_title_0003=*DELETE THIS* Bounty: ~mission(TargetName)
- hurdyn_bounty_title_0004=*DELETE THIS* Bounty Issued: ~mission(TargetName)
- hurdyn_bounty_title_first=*DELETE THIS* Bounty Collection Authorization Assessment
- HurDynMining_desc_shared=This Hurston Dynamics Mining Station (HDMS) is a proud member of the Hurston Dynamics family.
- HurDynUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) is may contain hazardous materials. Authorized personnel only.
- hurston_assassination_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Execution Warrant\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|AssassinationTimed)\n\nAfter an exhaustive investigation, Hurston Dynamics has officially declared ~mission(TargetName) to be an enemy of the planet and has been slated for elimination in accordance with the law. By accepting this contract, you are authorized to pass this sentence on the target by any means necessary. \n\nAny intel on the target's potential location will be given to you. Payment will be issued upon confirmation of the target's death. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_assassination_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Execution Warrant\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|AssassinationTimed)\n\n~mission(TargetName) has been convicted of treason and sentenced to the death. In certain cases, local law allows for these fugitives to be pursued and appropriately punished by deputized members of the public. This is one of those special cases. By accepting this contract, you will be legally authorized to eliminate ~mission(TargetName). \n\nAn informant recently provided a tip on where the target might be. You will be given this information to aid your hunt. \n\nExpect payment once the target's death has been verified.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_assassination_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Execution Warrant\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|AssassinationTimed)\n\nAn execution warrant has been issued for ~mission(TargetName). Recently, a special legal provision has been enacted that allows contracted operators to carry out the death sentence. Only accept this contract if you have the skills, equipment, and disposition for the job. \n\nA recent arrest lead to some information about where ~mission(TargetName|Last) might be. It's recommended to start your search there. \n\nYou will receive payment once the death of the fugitive is confirmed.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_assassination_title_001=Authorized Execution Warrant
- hurston_auth_001=D. Hurston
- hurston_auth_002=E. Wenfil
- hurston_auth_003=G. Livingston
- hurston_auth_004=A. Denham
- hurston_auth_005=I. Clivske
- hurston_auth_006=R. Hurston
- hurston_auth_007=K. Hurston
- hurston_auth_008=Q. Teague
- hurston_auth_009=L. Mirrow
- hurston_auth_010=B. Hurston
- hurston_auth_011=C. Hurston
- hurston_auth_012=H. Bello
- hurston_auth_013=K. Restle
- hurston_auth_014=I. Takao
- hurston_basesweep_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston is seeking a contractor willing to clear out ~mission(Contractor|Target) from ~mission(Location). The site has been used to launch a number of aggressive attacks against Hurston interests and personnel, so it is imperative that these actions stop. \n\nYou are authorized to take any actions necessary. Payment will be sent once the facility is confirmed to be clear. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_basesweep_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nCareful investigation into a number of violent crimes have revealed that ~mission(Location) is being used by ~mission(Contractor|Target). As a center of illegal activity, Hurston Dynamics has officially designated the site as a major security concern, and needs an effective contractor to remove all unauthorized persons from the property. \n\nPayment will only be authorized once the location has been effectively cleared. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_basesweep_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston has discovered that ~mission(Contractor|Target) have taken up residence at ~mission(Location). Their unauthorized presence at this facility is within direct violation of Hurston law and grounds for their removal. \n\nBy accepting this contract, you will be commissioned to clear out the location of all current inhabitants. You will receive payment once the facility has been effectively cleared.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_basesweep_desc_004=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston Security has recently traced a series of vicious attacks back to ~mission(Location). Sources indicate that the culprits are ~mission(Contractor|Target) holed up at the site. In an effort to better protect the public against such violent attacks, Hurston Dynamics has authorized the elimination of these hostiles. \n\nBy accepting this contract, you will be empowered with all legal authority to clear the facility with extreme prejudice. You will receive payment once the threat has been neutralized.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_basesweep_desc_005=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nIn another effort by Hurston Dynamics to create a safer universe, we seek a reliable operator to eliminate the unauthorized encampment at ~mission(Location). The facility is filled with ~mission(Contractor|Target) that are living there illegally and must be removed from the premise. You can use any means necessary to achieve this goal. Fair compensation will be transferred upon completion of the contract.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_basesweep_title_001=Evict Illegal Occupants
- hurston_bounty_desc_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nUnder the authority of the Hurston Dynamics as granted by the UEE, a bounty has been issued for one ~mission(TargetName) in relation to crimes against the corporation. You are being tasked with locating and apprehending ~mission(TargetName|Last) by any means at your disposal. Any available data location on the target's current whereabouts will be provided.\n\nPayment will be released only after collection of the bounty has been deemed complete.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_bounty_desc_0002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nAfter repeatedly evading previous attempts at capture by Hurston Security officials, a bounty has been issued for one ~mission(TargetName).\n\nStarting at ~mission(TargetName|Last)'s last known location, track down the outlaw and deliver them to justice.\n\nPayment will be issued upon the successful completion of the contract. \n\n \n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_bounty_desc_0003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\n~mission(TargetName) is wanted by Hurston Dynamics after repeated infractions of Hurston and UEE law. As such, a bounty has been issued and you are being tasked with the apprehension of this criminal. Please be prepared to handle any and all eventualities before beginning pursuit.\n\nPayment will be authorized once the bounty is complete. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited.**"
- hurston_bounty_desc_intro=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nAfter repeated and continual misdemeanor offenses, a bounty has been issued for the following individual - ~mission(TargetName).\n \nTo evaluate your potential in assisting in the capture of more elusive criminals, Hurston Dynamics will be evaluating your ability to locate and apprehend ~mission(TargetName|Last) by any means at your disposal. The latest intel ~mission(TargetName|Last)'s current whereabouts will be provided.\n\nPayment will be released only after the bounty is dealt with. \n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **"
- hurston_bounty_desc_Intro_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nUnder the authority of the Hurston Dynamics as granted by the UEE, a bounty has been issued for one ~mission(TargetName) in relation to crimes against the corporation. You are being tasked with locating and apprehending ~mission(TargetName|Last) by any means at your disposal. Any available data location on the target's current whereabouts will be provided.\n\nPayment will be released only after collection of the bounty has been deemed complete.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_bounty_title_0001=Wanted: ~mission(TargetName)
- hurston_bounty_title_E=Wanted: ~mission(TargetName) (CS2)
- hurston_bounty_title_H=Wanted: ~mission(TargetName) (CS4)
- hurston_bounty_title_M=Wanted: ~mission(TargetName) (CS3)
- hurston_bounty_title_VE=Wanted: ~mission(TargetName) (CS1)
- hurston_bounty_title_VH=Wanted: ~mission(TargetName) (CS5)
- hurston_danger_001=Low
- hurston_danger_002=Medium
- hurston_danger_003=High
- hurston_danger_004=Limited Hostile Threat (Single Seater Craft, Minimal Support)
- hurston_danger_005=Moderate Hostile Threat (Multicrew Crafts, Average Support)
- hurston_danger_006=Major Hostile Threat (Large Multicrew Crafts, Substantial Support)
- hurston_destroyblade_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Eliminate Blade \nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nURGENT! \n\nA Hurston satellite containing a proprietary ~mission(Item) has crashed to the surface. Protocol requires that the Blade must be destroyed to prevent the information stored on it from being fully decrypted. \n\nWe are hopeful that you will arrive at the ~mission(Location) first, but if someone manages to steal the Prototype before you arrive, you can use the satellite's internal systems to activate remote tracking. Chances are the thieves will attempt to decrypt the information at a nearby Hurston facility before the Blade's self-destruct sequence can complete. It is vital that you not allow the information to be decrypted.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_destroyblade_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Eliminate Blade \nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA ~mission(Item) aboard a Hurston satellite has just crashed to the surface. While the Blade is equipped with a self destruct failsafe, we need to gaurentee that it is destroyed to ensure that the technical and corporate information it contains is never decrypted.\n\nThere is a solid chance that anyone who attempts to steal the Prototype will bring it to a nearby Hurston facility to access the information on it, but to be sure, you can activate tracking protocols for the Blade by heading to the ~mission(Location) and restarting the satellite's internal systems. Once you have the location, eliminate the Prototype before its data protection can be fully breached. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_destroyblade_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Eliminate Blade \nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA satellite just crashed to the surface and Hurston needs immediate assistance tracking down and destroying a ~mission(Item) that it was carrying aboard. We must prevent the sensitive technical information it contains from falling into the wrong hands. \n\nWe are hoping that you will be the first to recover it, but if stolen, they will most likely take the Prototype to a nearby Hurston facility where they will be able to bypass its security measures before the automatic self destruct can trigger. Head to the ~mission(Location) and activate the satellite's systems to track the Blade's current position and destroy it before the data is fully decrypted.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_destroyblade_title_001=Destroy Lost Prototype
- hurston_destroyprobe_desc_0001=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Halt Illegal Surveillance \nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|DestroyProbeDanger) \nRUSH CONTRACT: ~mission(Contractor|DestroyProbeTimed)\n\nAn illegal surveillance network has been detected at ~mission(Location). It is estimated that the ~mission(Contractor|DestroyProbeAmount) have been hidden around the area to illicitly collect data. You'll need to scan the area to locate their whereabouts.\n\nAll of the monitors must be found and destroyed. They will attempt an emergency upload of all the information stored on the data-drives when attacked. They must be destroyed before this upload can complete.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_destroyprobe_desc_0002=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Halt Illegal Surveillance \nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|DestroyProbeDanger) \nRUSH CONTRACT: ~mission(Contractor|DestroyProbeTimed)\n\nA convicted data-trader has been persuaded to reveal their source of illegal information - the ~mission(Contractor|DestroyProbeAmount) hidden over at ~mission(Location). \n\nTheir low EM signature will make finding them difficult, but scan the area carefully as all of the monitors must be found and destroyed. These devices are outfitted with a countermeasure that will initiate an emergency upload of all the information stored on the data-drives once they are attacked. The monitors must be terminated before they can transfer their stolen information.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_destroyprobe_desc_0003=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Halt Illegal Surveillance \nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|DestroyProbeDanger) \nRUSH CONTRACT: ~mission(Contractor|DestroyProbeTimed)\n\nA recent undercover operation successfully tracked down the source of unauthorized Hurston data that recently surfaced on the black market. The source of the leak was successfully traced to the ~mission(Contractor|DestroyProbeAmount) hidden at ~mission(Location). \n\nScan the area, locate the skimmers and destroy them. Be aware that they may attempt to upload their data-drives once you initiate your attack. Do not allow the transfer to complete. We cannot afford the loss of any more sensitive information.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_destroyprobe_title_0001=Halt Illegal Surveillance
- hurston_from=Hurston Dynamics
- hurston_hackprevent_desc_001=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Illegal Network Access\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|RecoverSpaceDanger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nHurston Security has detected an attempt to illegally access the network at ~mission(Location). You are being contracted to prevent the hackers from succeeding at all costs.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_hackprevent_desc_002=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Illegal Network Access\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|RecoverSpaceDanger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nThe network at ~mission(Location) is currently suffering from an aggressive hacking attempt. The private and valuable information on that system must not be tampered with. Sever their connection, and stop the hackers from gaining access. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_hackprevent_desc_003=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Illegal Network Access\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|RecoverSpaceDanger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nThere are criminals currently trying to breach the data network at ~mission(Location). Hurston Security is eager to prevent this intrusion before full access to the system can be gained.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_hackprevent_title_001=Illegal Network Access
- hurston_intro_desc=ATTENTION FUTURE HURSTON CONTRACTORS:\nBefore being eligible for employment by Hurston Dynamics Outsorcing Department, all Independent Contractors must first accept the terms and conditions as outlined in the below Independent Contractor Agreement. \n\n\n--- INDEPENDENT CONTRACTOR AGREEMENT ---\n\nThis Independent Contractor Agreement (the “Contract”) is made between Hurston Dynamics (“Company”) and accepted by You (“Independent Contractor”), with reference to the outsourced work offered by Company and Accepted by you via your mobiGlas (“Contracted Task”)*, effective as of the date and time your Acceptance is received and acknowledged via by handshake receipt protocol by Company’s Logistics Data Center.\n\n1) Statement of Work: Independent Contractor agrees to perform all of the requirements indicated within the posting body of the Contracted Task in their entirety. Independent Contractor agrees and acknowledges that it is owed no payment, reimbursement, or other compensation from Company unless all of the requirements described are performed to the satisfaction of Company, in Company’s sole discretion. \n a. Independent Contractor agrees and acknowledges that all conditions, including timing, date of delivery, identification of target, condition of goods, or any other circumstances deemed relevant by company, are material to this Contract, and that Independent Contractor is not owed any pro-rata payments, refunds, expenses, partial compensation, or other payment for any partial completion of Contracted Task.\n b. Independent Contractor agrees and acknowledges that this Contract is a stand-alone agreement, impose no implied obligations or liabilities onto Company based on any other contracts that may exist between Company, Independent Contractor, or any third party. \n c. Independent Contractor agrees not to undertake any other work or tasks that would endanger the timely completion of any and all tasks indicated within the Statement of Work and/or any Amendments made pursuant to Section 3) of the Contract. \n d. Company is not responsible for any errors in accuracy, whether caused by deficiencies data transmission, loss in signal fidelity, or any interception or modification by any third party, including mobiGlas and other microTech products. Any doubts as to the consistency between Company’s offer and the delivery thereof are to be resolved with respect to the actual intentions of Company. You agree to assume all risks inherent in the receipt of any transmissions or information transfer not received directly from Company.\n e. The Parties agree that, it being understood that proceeds and compensation pursuant to the Contact may be for the benefit of a third party, that nevertheless no third party has standing to commence any legal action with regard to the Contract, and that any misrepresentation in derogation of this requirement on the part of Independent Contractor may be considered a breach of the Independent Contractor’s obligations and responsibilities hereunder. \n f. In the event of any conflict between the terms and conditions indicated within Contracted Task and this Agreement, the terms of this Agreement shall control, except when the terms of the Contracted Tasks explicitly invoke Section 3) c. of this agreement.\n\n2) Term: The term of the Contract is specified in the Statement of Work, and in any event terminates with payment under Section 13) of the Contract or the final conclusion of all tasks within the Statement of Work, whichever comes later. \n\n3) Amendments: The Parties agree that the Statement of Work may be amended by Company during the course of work being performed in response to operational contingencies or emergent requirements. The Independent Contractor may accept the amendments by indicating such in an electronically signed handshake approval transmission. If the Independent Contractor fails to notify the Company within 24 hours, the Parties will consider the Amendment accepted and the terms and conditions of the Statement of Work accordingly revised.\n a. If the Independent Contractor does not wish to accept the amendments, his/her/its sole recourse is to abandon the Contract and return all Company materials (including information or data) and/or any other materiel to Company custody. \n b. Contractual override by Amendment; as noted within Section 1) 3., the terms of this Agreement may be superseded and/or replaced by the terms of the Contracted Task or an Amendment when explicitly invoked with reference to the appropriate Section. \n\n4) Expenses and Reimbursements\n a. Failure to maintain requisite insurance coverage is considered a material failure of Independent Contractor’s responsibilities and obligations under the Contract. The Independent Contractor is obliged to maintain the following insurances as a precondition to performing work for Company: \n i. Hull insurance for any vehicle used in pursuit of the completion of the task.\n ii. Cargo insurance for any material received by, for, or on behalf of Company pursuant to the Contract.\n iii. Gear and equipment insurance for any equipment or utilitarian accoutrements received by, for, or on behalf of Company pursuant to the Contract.\n b. Independent Contractor acknowledges that the cost of any and all expenses or operational outlay necessary to perform the Contracted Tasks is impliedly covered by the compensation described within the Contracted Task. Company is not responsible for any cost overruns, damages, repairs, or other expenses, whether in terms of time or monetary cost. \n c. The costs of medical coverage are explicitly excluded from Company’s obligations under this Contract. All expenses related to the personal health of Independent Contractor are deemed personal expenses. \n\n5) Non-disparagement : Independent Contractor represents and affirms to Company that any and all business or personal activity in which they are engaged contemporaneously and/or simultaneously with the Contracted Task is legal under local ordinances and/or applicable UEE law, and will not reflect negatively upon or tarnish the reputation of Company by association. \n a. Independent Contractor agrees to explicitly indemnify, excuse, and absolve Company of any blame or responsibility in relation to any official or legal actions, inquiries, or investigations involving Independent Contractor’s activities.\n b. The Parties agree that the Independent Contractor will not disparage, tarnish, criticize, or otherwise depict the Company in any negative fashion in speech, writing, spectrum transmission, or review. Breach of this term may result in the revocation or prorating of any fees or consideration earned under the Contract. \n\n6) No agency – Independent Contractor under no circumstances may hold themselves out as an agent, officer, director, employee, representative, or other affiliate of the Company. The Independent Contractor’s relationship with Company is solely that of an independent contractor. Independent Contractor has permission to factually represent him/her/itself as an independent contractor performing work for Company by disclosing the Logistics Registry Identification associated with the Contracted Task to any civil or law enforcement agency for the limited purposes of obtaining priority clearance with respect to travel or security measures. \n\n7) Subcontracting – You sign and agree to this Contract on behalf of all individuals involved in the completion of the tasks described within the Statement of Work. Choice of subcontractors is subject to the approval of Company; you assume responsibility for any and all liabilities and risk of failure arising from your use of non-approved subcontractors above and beyond any penalties for breach in this contract. If a non-approved subcontractor precipitates any breach of any term of the Contract, Company is under no responsibility to mitigate any resultant or consequential damages. \n\n8) Indemnification and Liability: Independent Contractor agrees to indemnify, defend, and hold harmless Company and all of its affiliates from any and all special, consequential, incidental, or other loss, liability, harm or damages, including, without limitation, any attorneys’ fees incurred by Independent Contractor as a result of performance of the Contracted Task. Independent Contractor furthermore agrees to indemnify, defend, and hold harmless Company and all of its affiliates from any claims for harms, damages, death or dismemberment, reputational harm, claims of infringement of any property, real, intellectual, physical or otherwise, criminal charges or indictments, or other claims under law and equity brought by third parties in connection with Independent Contractor’s execution of any Contracted Task. The Parties agree that any damages owed by Company to Independent Contractor, if any, will be met without special, incidental, consequential, or punitive damages and are wholly addressable by credit damages (including the provision of Company credits redeemable with Company’s affiliates) and that specific performance, injunctions, and equitable relief thereto are disclaimed to the fullest extent of the law. \n\n9) Specific Performance and Equitable Relief: The Parties acknowledge that time is of the essence to the Contract and a material provision of the Contracted Task, and that money damages alone will not compensate Company for non-performance of the Contract. \n\n10) Guarantees and Warranty: Company offers no warranties or guarantees with respect to any equipment, rentals, loans, gear, or other logistical or operational material needs used or employed by Independent Contractor except for those manufactured or produced by Company or one of Company’s affiliates, in which case the applicable manufacturer’s warranty and/or any attendant disclaimers will attach solely to those items.\n\n11) Intellectual Property: Section 6) notwithstanding, you agree that any inventions or innovations conceived, enabled, or reduced to practice by you during the course of performing the Contracted Task involving the use of any Company-provided materials are deemed “work made for hire” authored by and property of the Company to the fullest extent permissible by law. In any jurisdiction which does not permit such arrangements, you agree to assign authorship and ownership of any such inventions or trade secrets to the company and to cooperate with the company in providing any authorizations, permissions, or endorsements necessary to effectuate legal assignment of such properties. \n a. In the event of inherent joint ownership of any such inventions or innovations, Company shall have shared ownership and interest to the same degree as any other participant or contributor to the innovation. Company is under no obligation to share any information or other intellectual property with any such joint tenants as a result.\n b. Independent Contractor agrees to obtain any and all necessary permits or technology licenses needed to perform the Contracted Task.\n c. Independent Contractor agrees that in the event of breach of the Contract for failure to perform the Contacted Task, that Company is granted legal power of access to Independent Contractor’s ship and mobiGlas logs, personal effects, black box recorders, and onboard or personal data storage in order to ascertain the degree of nonperformance and/or any circumstances that might result in either the mitigation or exacerbation of any harms to Company resultant therefrom. \n\n12) Force Majeure: Independent Contractor agrees and acknowledges that that some of Company’s obligations or liabilities within this Contract may be subject to operational requirements or otherwise contingent on circumstances beyond the reasonable control of the Company, and that such obligations or liabilities of Company may be discharged due to impossibility or negation or mooting of their business purposes in the sole judgment of the Company. \n\n13) Invoicing: Upon completion of all requirements indicated in the Statement of Work and any relevant Amendments, Company will post, wire or otherwise deliver the compensation indicated within the Statement of Work to Independent Contractor within 30 standard business days. If Independent Contractor or his/her/its accounts are inaccessible or unreachable for delivery of compensation during that time, compensation will be maintained in escrow by Company until such time as Independent Contractor notifies Company that it is ready to receive them, subject to any applicable statute of limitations or consignment.\n\n14) Confidentiality – Independent Contractor agrees that all communications with Company and/or its affiliates, including any employees, officers, directors, agents, or representatives thereof, will be maintained in the strictest confidence. Independent Contractor agrees to delete or purge any logs of communications with the foregoing at the request of Company and to certify such deletion when requested. The parties agree that the Contacted Task as posted is not confidential, and the information within may be disclosed as needed to effectuate performance of the Contracted Tasks. \n\n15) Governing Law: This Contract is governed by and construed in accordance with the laws of the Commercial Territory of the planet of Hurston, Stanton System, United Empire of Earth, with full regard to its choice of law statutes, and any controversy arising in relation or connection to this Contract will be addressed thereunder, including its applicable statutes of limitation. You agree to the exclusive jurisdiction of the Courts of Hurston and the exclusive jurisdiction and venue of the courts therein. Independent Contractor is not required to maintain a personal appearance to participate in an action brought hereunder and can attend by remote conference and/or correspondence, as appropriate under the circumstances. In the event that applicable law explicitly requires a matter to be addressed to the Independent Arbitrator’s Guild, the Parties stipulate that the conduct of any such conflict resolution process may be conducted by remote in lieu of any relocation or change of venue from the Commercial Territory of the planet of Hurston.\n\n16) General Terms: All material received from or on behalf of the Company pursuant to the Contract must be returned to a Company operations center in the same condition in which they were received. Failure to do so may be considered a breach of the Contract and considered stolen or otherwise misappropriated; Company reserves all rights under law and equity to engage measures and actions necessary to retrieve any and all property, physical, material, intellectual, or otherwise. The parties agree that the Contract as well as any associated terms herein do not constitute a contract of adhesion. The parties agree that the Contract and any amendments thereto represent the totality of the complete agreement between Company and Independent Contractor without resort to extrinsic evidence. This Contract is enforceable to the maximum extent permissible by law; if any part of the Contract is deemed unenforceable, that part shall be stricken and the rest of the contract shall continue in full force and effect with any remaining ambiguities interpreted in favor of Company’s intentions as best determined through the resort to extrinsic evidence if necessary. After completion or termination of the Contract, Sections 5, 8, 9, 11, 14, and 15 remain in effect in perpetuity. Severability and whole agreement.\n\n
- hurston_intro_title=Independent Contractor Agreement
- hurston_recover_Danger_Easy_001=Hurston Security Danger Recover Easy placeholder
- hurston_recover_Danger_Hard_001=Hurston Security Danger Recover Hard placeholder
- hurston_recover_Danger_Intro_001=Hurston Security Danger Recover Intro placeholder
- hurston_recover_Danger_Medium_001=Hurston Security Danger Recover Medium placeholder
- hurston_recover_desc_Easy_001=Hurston Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- hurston_recover_desc_Hard_001=Hurston Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- hurston_recover_desc_intro_001=Hurston Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- hurston_recover_desc_Medium_001=Hurston Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
- hurston_recover_Timed_Easy_001=Hurston Security Timed Recover Easy placeholder
- hurston_recover_Timed_Hard_001=Hurston Security Timed Recover Hard placeholder
- hurston_recover_Timed_Intro_001=Hurston Security Timed Recover Intro placeholder
- hurston_recover_Timed_Medium_001=Hurston Security Timed Recover Medium placeholder
- hurston_recover_title_Easy_001=Hurston Security Danger Recover Easy placeholder
- hurston_recover_title_Hard_001=Hurston Security Danger Recover Hard placeholder
- hurston_recover_title_intro_001=Hurston Security Danger Recover Intro placeholder
- hurston_recover_title_Medium_001=Hurston Security Danger Recover Medium placeholder
- hurston_recoverspace__desc_0001=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Stolen Property\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nAn ongoing Hurston Security investigation has revealed the location of recently stolen ~mission(Item). It is believed that a criminal by the name of ~mission(TargetName) is currently transporting it aboard their ship. \n\nWe need you to track down ~mission(TargetName|Last)'s, recover the lost property, and return it to ~mission(Destination).\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_recoverspace__desc_0002=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Stolen Property\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nWe have been attempting to track down stolen ~mission(Item) and have finally received actionable intelligence on its current location. It seems the thief, ~mission(TargetName), is en route now to flying the haul to their fence. \n\nBefore they can complete the sale, we need you to hunt down ~mission(TargetName|Last)'s, recover the stolen ~mission(Item), and deliver it safely to ~mission(Destination).\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_recoverspace__desc_0003=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Stolen Property\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nA few days ago, ~mission(Item) was stolen from a shipment. After an exhaustive investigation, an informer revealed that the individual responsible, ~mission(TargetName), will be attempting to move the stolen goods today.\n\nYou are to find ~mission(TargetName|Last)'s ship, recover the lost property by any means necessary, and return it to ~mission(Destination).\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_recoverspace__title_0001=Stolen Property
- hurston_sectorsweep_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Elimate Threat from Hurston Controlled Space\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston Dynamics seeks independent contractors to clear out the ~mission(Contractor|Target) operating near ~mission(Location). All peaceful means to force them to vacate the area have been ignored. If spotted, the perpetrators will most likely resist violently, so prepare accordingly. Contractors must provide their own ship and supplies required to complete the task.\n\nBy accepting this contract, you agree to begin work immediately. Payment will be issued once Hurston considers the contract complete.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_sectorsweep_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Elimate Threat from Hurston Controlled Space\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nSecurity contractors needed to subdue a growing ~mission(Contractor|Target) presence around ~mission(Location). All relevant patrol and scan points will be provided by Hurston's logistics department. These suspects are known violent offenders so assume that they will respond aggressively if spotted. \n\nBy accepting this contract, you agree to begin work immediately. Payment will be issued once Hurston considers the threat neutralized. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_sectorsweep_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Elimate Threat from Hurston Controlled Space\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nAreas near ~mission(Location) have become increasingly dangerous of late due to a ~mission(Contractor|Target) presence. Hurston Dyanamics needs a reliable contractor to patrol the area and clear out any and all hostile forces. When targets are located, exercise extreme caution as they are known to respond violently when confronted. \n\nBy accepting this contract, you agree to begin work immediately. Payment will be issued once Hurston considers the sector cleared. \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- hurston_sectorsweep_title_001=Eliminate Threat from Hurston Space
- hurston_target_001=scavengers
- hurston_target_002=squatters
- hurston_target_003=anarchists
- hurston_target_004=criminals
- hurston_target_005=terrorists
- hurston_timed_001=Yes
- hurston_timed_002=No
- HWK_SHOES=DO NOT USE ------ (HWK) HAWKSWORTH'S SHOE ITEMS -- MALE
- Infractions_Desc_001=The infliction of mortal harm of another being, either intentionally or accidentally.
- Infractions_Desc_002=The intentional or negligent discharge of a weapon inside a designated safety zone.
- Infractions_Desc_003=Drawing or exhibiting any deadly weapon, except in self-defense, in a rude, angry, or threatening manner inside a designated safety zone.
- Infractions_Desc_004=Parking or idling in a designated hangar, garage, or landing zone without the authorization of its owner or sanctioned traffic controller.
- Infractions_Desc_005=The destruction of public or private property caused by a being who is not the owner through neglectful or intentional action.
- Infractions_Desc_006=Physical damage to public or private property caused by a being who is not the owner through neglectful or intentional action.
- Infractions_Desc_007=Intentionally carrying, or stowing inside a vehicle they are operating, an item that has been deemed a 'prohibited good' by the UEE and / or the local municipality.
- Infractions_Desc_008=Willfully entering and remaining on private or public property that they do not own nor have they been granted permission from the owner.
- Infractions_Desc_009=The willful destruction, severing, contamination, or disruption of vital imperial-defense materials or public safety utilities such as, but not limited to, communication networks (comm arrays, comm relays, comm drones, etc.), fuel infrastructure, power grids, and life support systems.
- Infractions_Desc_010=The attempted infliction of deadly harm to security personnel attempting to lawfully arrest or detain them.
- Infractions_Desc_011=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
- Infractions_Desc_012=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality.
- Infractions_Desc_013=Possessing significant quantities (in excess of 1 SCU) of items that are known, or can be reasonably suspected, to be stolen with a clear intent to traffick, sell, or distribute said stolen property.
- Infractions_Desc_014=Intentionally carrying or stowing inside a vehicle they are operating, an item that is known, or can be reasonably suspected, to be stolen.
- Infractions_Desc_015=The harboring or concealment of any individual who is known to have, or can be reasonably suspected of, committing a criminal offense.
- Infractions_Desc_016=The operation of, including being transported aboard, a vehicle they do not own nor have they been granted permission from the owner to operate.
- Infractions_Desc_017=The infliction of harm onto another being with a deadly weapon either willfully or accidentally.
- Infractions_Desc_018=The attempted infliction of deadly harm to security personnel in the lawful discharge of their duties.
- Infractions_Desc_019=Intentionally attempting to elude or flee from security personnel attempting to lawfully arrest or detain them.
- Infractions_Desc_020=Failure to comply with requests or commands of security personnel in the lawful discharge of their duties.
- Infractions_Desc_021=The illegal accessing of a computer system, through either forceful intrusion, crypto-cracking or other means, by a being who is not the owner nor has been granted permission from the owner.
- Infractions_Desc_022=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
- Infractions_Desc_023=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
- Infractions_Desc_024=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality.
- Infractions_Desc_025=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality.
- Infractions_Desc_026=The destruction of a privately or publicly owned vehicle caused by a being who is not the owner through neglectful or intentional action.
- Infractions_Desc_027=The collision of two or more vehicles attributed to the negligent operation of one of the involved vehicles by a being demonstrating a willful or wanton disregard for safety.
- Infractions_Desc_028=Willfully failed to make sufficient bona fide efforts to fully pay criminal monetary penalties and allowed fines to accumulate to such a degree that compulsory repayment is required.
- Infractions_Desc_029=The illegal usage of a non-destructive device to interfere with a privately or publicly owned vehicle’s ability to function or travel, such as, but not limited to, Quantum Enforcement Devices.
- Infractions_Desc_030=Willfully entering and remaining on property designated by the UEE and local governance as off limits to unauthorized personnel, with the intent to commit a crime therein.
- Infractions_Desc_031=Intentionally applying physical force to another being without that person's consent.
- Infractions_Desc_032=Intentionally applying physical force to another being such that it causes bodily harm up to or past the point of rendering them unconscious.
- Infractions_Name_001=Homicide
- Infractions_Name_002=Unlawful Discharge of a Weapon
- Infractions_Name_003=Brandishing a Weapon
- Infractions_Name_004=Parking Violation
- Infractions_Name_005=Destruction of Property
- Infractions_Name_006=Damage of Property
- Infractions_Name_007=Possession of Prohibited Goods
- Infractions_Name_008=Trespassing (Second Degree)
- Infractions_Name_009=Sabotage
- Infractions_Name_010=Resisting Arrest
- Infractions_Name_011=Trafficking of Class A Controlled Substance
- Infractions_Name_012=Possession of Class A Controlled Substance
- Infractions_Name_013=Trafficking of Stolen Property
- Infractions_Name_014=Possession of Stolen Property
- Infractions_Name_015=Harboring a Fugitive
- Infractions_Name_016=Operating a Stolen Vehicle
- Infractions_Name_017=Aggravated Assault
- Infractions_Name_018=Assaulting Security Personnel
- Infractions_Name_019=Evading Arrest
- Infractions_Name_020=Failure to Comply
- Infractions_Name_021=Unauthorized Computer Access
- Infractions_Name_022=Trafficking of Class B Controlled Substance
- Infractions_Name_023=Trafficking of Class C Controlled Substance
- Infractions_Name_024=Possession of Class B Controlled Substance
- Infractions_Name_025=Possession of Class C Controlled Substance
- Infractions_Name_026=Destruction of Vehicle
- Infractions_Name_027=Vehicular Collision
- Infractions_Name_028=Delinquent Restitution
- Infractions_Name_029=Unauthorized Interdiction
- Infractions_Name_030=Trespassing (First Degree)
- Infractions_Name_031=Battery (Second Degree)
- Infractions_Name_032=Battery (First Degree)
- Inner_Thought_Conversation_Icon=θ
- Inner_Thought_SpoolQD=Spool Quantum Drive
- Inner_Thought_UnSpoolQD=Shut Down Quantum Drive
- innerthought_accept=Accept
- innerthought_acknowledge=Acknowledge
- innerthought_chemline_level0=Level 0
- innerthought_chemline_level1=Level 1
- innerthought_chemline_level2=Level 2
- innerthought_close=Close
- innerthought_cry=Cry
- innerthought_dance=Dance
- innerthought_decline=Decline
- innerthought_disperse=Disperse
- innerthought_door_override_close=Force Close
- innerthought_door_override_open=Force Open
- innerthought_door_panel_close=Close Panel
- innerthought_door_panel_open=Access Panel
- innerthought_door_use_lever=Use Lever
- innerthought_equip=Equip
- innerthought_Formup=Formation
- innerthought_grimhex_elevator_bottom=Main Concourse
- innerthought_grimhex_elevator_top=Landing Pads
- innerthought_Hail=Hail
- innerthought_idris_bridge_lift_bridge=To Bridge
- innerthought_idris_bridge_lift_calldescend=Call Elevator
- innerthought_idris_bridge_lift_main_deck=To Main Deck
- innerthought_idris_cargo_lift_cargo_room=To Cargo Room
- innerthought_idris_cargo_lift_hangar=To Hangar
- innerthought_inspect=Inspect
- innerthought_levski_destination_borehole=To Borehole Station
- innerthought_levski_destination_core=To Core
- innerthought_levski_destination_customs=To Customs
- innerthought_levski_destination_garage_1=garage 1
- innerthought_levski_destination_garage_2=garage 2
- innerthought_levski_destination_garage_3=garage 3
- innerthought_levski_destination_garage_4=garage 4
- innerthought_levski_destination_garage_5=garage 5
- innerthought_levski_destination_hangar_1=Hangar 1
- innerthought_levski_destination_hangar_2=Hangar 2
- innerthought_levski_destination_hangar_3=Hangar 3
- innerthought_levski_destination_hangar_4=Hangar 4
- innerthought_levski_destination_landing_pads=To Landing Pads
- innerthought_levski_destination_top_loby=To Top Lobby
- innerthought_levski_hangars_call=Call
- innerthought_levski_hangars_floorhangar=HANGAR
- innerthought_levski_hangars_floorlobby=LOBBY
- innerthought_levski_hangars_sendtohangar01=To Hangar 01
- innerthought_levski_hangars_sendtohangar02=To Hangar 02
- innerthought_levski_hangars_sendtohangar03=To Hangar 03
- innerthought_levski_hangars_sendtohangar04=To Hangar 04
- innerthought_levski_hangars_sendtolobby=To Lobby
- innerthought_levski_hangars_waypoint=WAYPOINT
- innerthought_levski_interior_callascend=Go Up
- innerthought_levski_interior_calldescend=Go Down
- innerthought_levski_interior_floorlobbybottom=GRAND BARTER
- innerthought_levski_interior_floorlobbytop=HABITATION AND HANGARS
- innerthought_levski_interior_floorsurface=SURFACE
- innerthought_levski_interior_sendtolobbybottom=To Grand Barter
- innerthought_levski_interior_sendtolobbytop=To Habitations and Hangars
- innerthought_levski_interior_sendtosurface=To Surface
- innerthought_levski_requestlanding=Request Landing
- innerthought_levski_requestlanding_cancel=Cancel
- innerthought_levski_requesttakeoff=Request Takeoff
- innerthought_levski_requesttakeoff_cancel=Cancel
- innerthought_lift_lower_deck=Lower Deck
- innerthought_lift_ORIG_890Jump_Crew=Crew Deck
- innerthought_lift_ORIG_890Jump_Engineering=Engineering
- innerthought_lift_ORIG_890Jump_EscapeRaft=Escape Raft
- innerthought_lift_ORIG_890Jump_Foyer=Floor 02 - Foyer, Bar & Dining
- innerthought_lift_ORIG_890Jump_Hangar=Floor 00 - Hangar Access
- innerthought_lift_ORIG_890Jump_Kitchen=Floor 00 - Crew Kitchen
- innerthought_lift_ORIG_890Jump_Spa=Floor 01 - Spa & Pool
- innerthought_lift_ORIG_890Jump_Turret1=Turret Access
- innerthought_lift_ORIG_890Jump_Turret2=Hangar Access
- innerthought_lift_top_deck=Top Deck
- innerthought_open=Open
- innerthought_ORIG_890Jump_Hangar_Close=Close Hangar Doors
- innerthought_ORIG_890Jump_Hangar_Open=Open Hangar Doors
- innerthought_taunt=Taunt
- input_glue_icontoicon=+
- input_glue_icontotext=+
- input_glue_texttoicon= +
- input_glue_texttotext= +
- input_key_controlPad_a=A
- input_key_controlPad_b=B
- input_key_controlPad_back=Back
- input_key_controlPad_dpadDown=Down (D-pad)
- input_key_controlPad_dpadLeft=Left (D-pad)
- input_key_controlPad_dpadRight=Right (D-pad)
- input_key_controlPad_dpadUp=Up (D-pad)
- input_key_controlPad_noDefault= [ NOT SET ]
- input_key_controlPad_shoulderLeft=Left Shoulder Button
- input_key_controlPad_shoulderRight=Right Shoulder Button
- input_key_controlPad_start=Start
- input_key_controlPad_thumbstickLeftButton=Left Thumb Stick (Button)
- input_key_controlPad_thumbstickLeftDown=Down (Left Thumb Stick)
- input_key_controlPad_thumbstickLeftLeft=Left (Left Thumb Stick)
- input_key_controlPad_thumbstickLeftRight=Right (Left Thumb Stick)
- input_key_controlPad_thumbstickLeftUp=Up (Left Thumb Stick)
- input_key_controlPad_thumbstickLeftXAxis=X-Axis (Left Thumb Stick)
- input_key_controlPad_thumbstickLeftYAxis=Y-Axis (Left Thumb Stick)
- input_key_controlPad_thumbstickRightButton=Right Thumb Stick (Button)
- input_key_controlPad_thumbstickRightDown=Down (Right Thumb Stick)
- input_key_controlPad_thumbstickRightLeft=Left (Right Thumb Stick)
- input_key_controlPad_thumbstickRightRight=Right (Right Thumb Stick)
- input_key_controlPad_thumbstickRightUp=Up (Right Thumb Stick)
- input_key_controlPad_thumbstickRightXAxis=X-Axis (Right Thumb Stick)
- input_key_controlPad_thumbstickRightYAxis=Y-Axis (Right Thumb Stick)
- input_key_controlPad_triggerLeft=Left Trigger
- input_key_controlPad_triggerLeftButton=Left Trigger
- input_key_controlPad_triggerLeftRightButton=Left and Right Trigger
- input_key_controlPad_triggerRight=Right Trigger
- input_key_controlPad_triggerRightButton=Right Trigger
- input_key_controlPad_x=X
- input_key_controlPad_y=Y
- input_key_joystick_noDefault= [ NOT SET ]
- input_key_joystick1_button1=Button 1
- input_key_joystick1_button10=Button 10
- input_key_joystick1_button11=Button 11
- input_key_joystick1_button12=Button 12
- input_key_joystick1_button13=Button 13
- input_key_joystick1_button14=Button 14
- input_key_joystick1_button15=Button 15
- input_key_joystick1_button16=Button 16
- input_key_joystick1_button17=Button 17
- input_key_joystick1_button18=Button 18
- input_key_joystick1_button19=Button 19
- input_key_joystick1_button2=Button 2
- input_key_joystick1_button20=Button 20
- input_key_joystick1_button21=Button 21
- input_key_joystick1_button22=Button 22
- input_key_joystick1_button23=Button 23
- input_key_joystick1_button24=Button 24
- input_key_joystick1_button25=Button 25
- input_key_joystick1_button26=Button 26
- input_key_joystick1_button27=Button 27
- input_key_joystick1_button28=Button 28
- input_key_joystick1_button29=Button 29
- input_key_joystick1_button3=Button 3
- input_key_joystick1_button30=Button 30
- input_key_joystick1_button31=Button 31
- input_key_joystick1_button32=Button 32
- input_key_joystick1_button33=Button 33
- input_key_joystick1_button34=Button 34
- input_key_joystick1_button35=Button 35
- input_key_joystick1_button36=Button 36
- input_key_joystick1_button37=Button 37
- input_key_joystick1_button38=Button 38
- input_key_joystick1_button39=Button 39
- input_key_joystick1_button4=Button 4
- input_key_joystick1_button40=Button 40
- input_key_joystick1_button41=Button 41
- input_key_joystick1_button42=Button 42
- input_key_joystick1_button43=Button 43
- input_key_joystick1_button44=Button 44
- input_key_joystick1_button45=Button 45
- input_key_joystick1_button46=Button 46
- input_key_joystick1_button47=Button 47
- input_key_joystick1_button48=Button 48
- input_key_joystick1_button49=Button 49
- input_key_joystick1_button5=Button 5
- input_key_joystick1_button50=Button 50
- input_key_joystick1_button6=Button 6
- input_key_joystick1_button7=Button 7
- input_key_joystick1_button8=Button 8
- input_key_joystick1_button9=Button 9
- input_key_joystick1_hat1Down=Down (Hat 1)
- input_key_joystick1_hat1Left=Left (Hat 1)
- input_key_joystick1_hat1Right=Right (Hat 1)
- input_key_joystick1_hat1Up=Up (Hat 1)
- input_key_joystick1_hat2Down=Down (Hat 2)
- input_key_joystick1_hat2Left=Left (Hat 2)
- input_key_joystick1_hat2Right=Right (Hat 2)
- input_key_joystick1_hat2Up=Up (Hat 2)
- input_key_joystick1_hat3Down=Down (Hat 3)
- input_key_joystick1_hat3Left=Left (Hat 3)
- input_key_joystick1_hat3Right=Right (Hat 3)
- input_key_joystick1_hat3Up=Up (Hat 3)
- input_key_joystick1_hat4Down=Down (Hat 4)
- input_key_joystick1_hat4Left=Left (Hat 4)
- input_key_joystick1_hat4Right=Right (Hat 4)
- input_key_joystick1_hat4Up=Up (Hat 4)
- input_key_joystick1_slider1=Slider 1
- input_key_joystick1_slider2=Slider 2
- input_key_joystick1_throttleAxis=Throttle Axis
- input_key_joystick1_xAxis=X-Axis
- input_key_joystick1_xRotation=X-Axis Rotation
- input_key_joystick1_yAxis=Y-Axis
- input_key_joystick1_yRotation=Y-Axis Rotation
- input_key_joystick1_zAxis=Z-Axis
- input_key_joystick1_zRotation=Z-Axis Rotation
- input_key_joystick2_button1=Button 1 (Input 2)
- input_key_joystick2_button10=Button 10 (Input 2)
- input_key_joystick2_button11=Button 11 (Input 2)
- input_key_joystick2_button12=Button 12 (Input 2)
- input_key_joystick2_button13=Button 13 (Input 2)
- input_key_joystick2_button14=Button 14 (Input 2)
- input_key_joystick2_button15=Button 15 (Input 2)
- input_key_joystick2_button16=Button 16 (Input 2)
- input_key_joystick2_button17=Button 17 (Input 2)
- input_key_joystick2_button18=Button 18 (Input 2)
- input_key_joystick2_button19=Button 19 (Input 2)
- input_key_joystick2_button2=Button 2 (Input 2)
- input_key_joystick2_button20=Button 20 (Input 2)
- input_key_joystick2_button21=Button 21 (Input 2)
- input_key_joystick2_button22=Button 22 (Input 2)
- input_key_joystick2_button23=Button 23 (Input 2)
- input_key_joystick2_button24=Button 24 (Input 2)
- input_key_joystick2_button25=Button 25 (Input 2)
- input_key_joystick2_button26=Button 26 (Input 2)
- input_key_joystick2_button27=Button 27 (Input 2)
- input_key_joystick2_button28=Button 28 (Input 2)
- input_key_joystick2_button29=Button 29 (Input 2)
- input_key_joystick2_button3=Button 3 (Input 2)
- input_key_joystick2_button30=Button 30 (Input 2)
- input_key_joystick2_button31=Button 31 (Input 2)
- input_key_joystick2_button32=Button 32 (Input 2)
- input_key_joystick2_button33=Button 33 (Input 2)
- input_key_joystick2_button34=Button 34 (Input 2)
- input_key_joystick2_button35=Button 35 (Input 2)
- input_key_joystick2_button36=Button 36 (Input 2)
- input_key_joystick2_button37=Button 37 (Input 2)
- input_key_joystick2_button38=Button 38 (Input 2)
- input_key_joystick2_button39=Button 39 (Input 2)
- input_key_joystick2_button4=Button 4 (Input 2)
- input_key_joystick2_button40=Button 40 (Input 2)
- input_key_joystick2_button41=Button 41 (Input 2)
- input_key_joystick2_button42=Button 42 (Input 2)
- input_key_joystick2_button43=Button 43 (Input 2)
- input_key_joystick2_button44=Button 44 (Input 2)
- input_key_joystick2_button45=Button 45 (Input 2)
- input_key_joystick2_button46=Button 46 (Input 2)
- input_key_joystick2_button47=Button 47 (Input 2)
- input_key_joystick2_button48=Button 48 (Input 2)
- input_key_joystick2_button49=Button 49 (Input 2)
- input_key_joystick2_button5=Button 5 (Input 2)
- input_key_joystick2_button50=Button 50 (Input 2)
- input_key_joystick2_button6=Button 6 (Input 2)
- input_key_joystick2_button7=Button 7 (Input 2)
- input_key_joystick2_button8=Button 8 (Input 2)
- input_key_joystick2_button9=Button 9 (Input 2)
- input_key_joystick2_hat1Down=Down (Hat 1) - (Input 2)
- input_key_joystick2_hat1Left=Left (Hat 1) - (Input 2)
- input_key_joystick2_hat1Right=Right (Hat 1) - (Input 2)
- input_key_joystick2_hat1Up=Up (Hat 1) - (Input 2)
- input_key_joystick2_hat2Down=Down (Hat 2) - (Input 2)
- input_key_joystick2_hat2Left=Left (Hat 2) - (Input 2)
- input_key_joystick2_hat2Right=Right (Hat 2) - (Input 2)
- input_key_joystick2_hat2Up=Up (Hat 2) - (Input 2)
- input_key_joystick2_hat3Down=Down (Hat 3) - (Input 2)
- input_key_joystick2_hat3Left=Left (Hat 3) - (Input 2)
- input_key_joystick2_hat3Right=Right (Hat 3) - (Input 2)
- input_key_joystick2_hat3Up=Up (Hat 3) - (Input 2)
- input_key_joystick2_hat4Down=Down (Hat 4) - (Input 2)
- input_key_joystick2_hat4Left=Left (Hat 4) - (Input 2)
- input_key_joystick2_hat4Right=Right (Hat 4) - (Input 2)
- input_key_joystick2_hat4Up=Up (Hat 4) - (Input 2)
- input_key_joystick2_slider1=Slider 1 (Input 2)
- input_key_joystick2_slider2=Slider 2 (Input 2)
- input_key_joystick2_throttleAxis=Throttle Axis (Input 2)
- input_key_joystick2_xAxis=X-Axis (Input 2)
- input_key_joystick2_xRotation=X-Axis Rotation (Input 2)
- input_key_joystick2_yAxis=Y-Axis (Input 2)
- input_key_joystick2_yRotation=Y-Axis Rotation (Input 2)
- input_key_joystick2_zAxis=Z-Axis (Input 2)
- input_key_joystick2_zRotation=Z-Axis Rotation (Input 2)
- input_key_joystick3_button1=Button 1 (Input 3)
- input_key_joystick3_button10=Button 10 (Input 3)
- input_key_joystick3_button11=Button 11 (Input 3)
- input_key_joystick3_button12=Button 12 (Input 3)
- input_key_joystick3_button13=Button 13 (Input 3)
- input_key_joystick3_button14=Button 14 (Input 3)
- input_key_joystick3_button15=Button 15 (Input 3)
- input_key_joystick3_button16=Button 16 (Input 3)
- input_key_joystick3_button17=Button 17 (Input 3)
- input_key_joystick3_button18=Button 18 (Input 3)
- input_key_joystick3_button19=Button 19 (Input 3)
- input_key_joystick3_button2=Button 2 (Input 3)
- input_key_joystick3_button20=Button 20 (Input 3)
- input_key_joystick3_button21=Button 21 (Input 3)
- input_key_joystick3_button22=Button 22 (Input 3)
- input_key_joystick3_button23=Button 23 (Input 3)
- input_key_joystick3_button24=Button 24 (Input 3)
- input_key_joystick3_button25=Button 25 (Input 3)
- input_key_joystick3_button26=Button 26 (Input 3)
- input_key_joystick3_button27=Button 27 (Input 3)
- input_key_joystick3_button28=Button 28 (Input 3)
- input_key_joystick3_button29=Button 29 (Input 3)
- input_key_joystick3_button3=Button 3 (Input 3)
- input_key_joystick3_button30=Button 30 (Input 3)
- input_key_joystick3_button31=Button 31 (Input 3)
- input_key_joystick3_button32=Button 32 (Input 3)
- input_key_joystick3_button33=Button 33 (Input 3)
- input_key_joystick3_button34=Button 34 (Input 3)
- input_key_joystick3_button35=Button 35 (Input 3)
- input_key_joystick3_button36=Button 36 (Input 3)
- input_key_joystick3_button37=Button 37 (Input 3)
- input_key_joystick3_button38=Button 38 (Input 3)
- input_key_joystick3_button39=Button 39 (Input 3)
- input_key_joystick3_button4=Button 4 (Input 3)
- input_key_joystick3_button40=Button 40 (Input 3)
- input_key_joystick3_button41=Button 41 (Input 3)
- input_key_joystick3_button42=Button 42 (Input 3)
- input_key_joystick3_button43=Button 43 (Input 3)
- input_key_joystick3_button44=Button 44 (Input 3)
- input_key_joystick3_button45=Button 45 (Input 3)
- input_key_joystick3_button46=Button 46 (Input 3)
- input_key_joystick3_button47=Button 47 (Input 3)
- input_key_joystick3_button48=Button 48 (Input 3)
- input_key_joystick3_button49=Button 49 (Input 3)
- input_key_joystick3_button5=Button 5 (Input 3)
- input_key_joystick3_button50=Button 50 (Input 3)
- input_key_joystick3_button6=Button 6 (Input 3)
- input_key_joystick3_button7=Button 7 (Input 3)
- input_key_joystick3_button8=Button 8 (Input 3)
- input_key_joystick3_button9=Button 9 (Input 3)
- input_key_joystick3_hat1Down=Down (Hat 1) - (Input 3)
- input_key_joystick3_hat1Left=Left (Hat 1) - (Input 3)
- input_key_joystick3_hat1Right=Right (Hat 1) - (Input 3)
- input_key_joystick3_hat1Up=Up (Hat 1) - (Input 3)
- input_key_joystick3_hat2Down=Down (Hat 2) - (Input 3)
- input_key_joystick3_hat2Left=Left (Hat 2) - (Input 3)
- input_key_joystick3_hat2Right=Right (Hat 2) - (Input 3)
- input_key_joystick3_hat2Up=Up (Hat 2) - (Input 3)
- input_key_joystick3_hat3Down=Down (Hat 3) - (Input 3)
- input_key_joystick3_hat3Left=Left (Hat 3) - (Input 3)
- input_key_joystick3_hat3Right=Right (Hat 3) - (Input 3)
- input_key_joystick3_hat3Up=Up (Hat 3) - (Input 3)
- input_key_joystick3_hat4Down=Down (Hat 4) - (Input 3)
- input_key_joystick3_hat4Left=Left (Hat 4) - (Input 3)
- input_key_joystick3_hat4Right=Right (Hat 4) - (Input 3)
- input_key_joystick3_hat4Up=Up (Hat 4) - (Input 3)
- input_key_joystick3_slider1=Slider 1 (Input 3)
- input_key_joystick3_slider2=Slider 2 (Input 3)
- input_key_joystick3_throttleAxis=Throttle Axis (Input 3)
- input_key_joystick3_xAxis=X-Axis (Input 3)
- input_key_joystick3_xRotation=X-Axis Rotation (Input 3)
- input_key_joystick3_yAxis=Y-Axis (Input 3)
- input_key_joystick3_yRotation=Y-Axis Rotation (Input 3)
- input_key_joystick3_zAxis=Z-Axis (Input 3)
- input_key_joystick3_zRotation=Z-Axis Rotation (Input 3)
- input_key_joystick4_button1=Button 1 (Input 4)
- input_key_joystick4_button10=Button 10 (Input 4)
- input_key_joystick4_button11=Button 11 (Input 4)
- input_key_joystick4_button12=Button 12 (Input 4)
- input_key_joystick4_button13=Button 13 (Input 4)
- input_key_joystick4_button14=Button 14 (Input 4)
- input_key_joystick4_button15=Button 15 (Input 4)
- input_key_joystick4_button16=Button 16 (Input 4)
- input_key_joystick4_button17=Button 17 (Input 4)
- input_key_joystick4_button18=Button 18 (Input 4)
- input_key_joystick4_button19=Button 19 (Input 4)
- input_key_joystick4_button2=Button 2 (Input 4)
- input_key_joystick4_button20=Button 20 (Input 4)
- input_key_joystick4_button21=Button 21 (Input 4)
- input_key_joystick4_button22=Button 22 (Input 4)
- input_key_joystick4_button23=Button 23 (Input 4)
- input_key_joystick4_button24=Button 24 (Input 4)
- input_key_joystick4_button25=Button 25 (Input 4)
- input_key_joystick4_button26=Button 26 (Input 4)
- input_key_joystick4_button27=Button 27 (Input 4)
- input_key_joystick4_button28=Button 28 (Input 4)
- input_key_joystick4_button29=Button 29 (Input 4)
- input_key_joystick4_button3=Button 3 (Input 4)
- input_key_joystick4_button30=Button 30 (Input 4)
- input_key_joystick4_button31=Button 31 (Input 4)
- input_key_joystick4_button32=Button 32 (Input 4)
- input_key_joystick4_button33=Button 33 (Input 4)
- input_key_joystick4_button34=Button 34 (Input 4)
- input_key_joystick4_button35=Button 35 (Input 4)
- input_key_joystick4_button36=Button 36 (Input 4)
- input_key_joystick4_button37=Button 37 (Input 4)
- input_key_joystick4_button38=Button 38 (Input 4)
- input_key_joystick4_button39=Button 39 (Input 4)
- input_key_joystick4_button4=Button 4 (Input 4)
- input_key_joystick4_button40=Button 40 (Input 4)
- input_key_joystick4_button41=Button 41 (Input 4)
- input_key_joystick4_button42=Button 42 (Input 4)
- input_key_joystick4_button43=Button 43 (Input 4)
- input_key_joystick4_button44=Button 44 (Input 4)
- input_key_joystick4_button45=Button 45 (Input 4)
- input_key_joystick4_button46=Button 46 (Input 4)
- input_key_joystick4_button47=Button 47 (Input 4)
- input_key_joystick4_button48=Button 48 (Input 4)
- input_key_joystick4_button49=Button 49 (Input 4)
- input_key_joystick4_button5=Button 5 (Input 4)
- input_key_joystick4_button50=Button 50 (Input 4)
- input_key_joystick4_button6=Button 6 (Input 4)
- input_key_joystick4_button7=Button 7 (Input 4)
- input_key_joystick4_button8=Button 8 (Input 4)
- input_key_joystick4_button9=Button 9 (Input 4)
- input_key_joystick4_hat1Down=Down (Hat 1) - (Input 4)
- input_key_joystick4_hat1Left=Left (Hat 1) - (Input 4)
- input_key_joystick4_hat1Right=Right (Hat 1) - (Input 4)
- input_key_joystick4_hat1Up=Up (Hat 1) - (Input 4)
- input_key_joystick4_hat2Down=Down (Hat 2) - (Input 4)
- input_key_joystick4_hat2Left=Left (Hat 2) - (Input 4)
- input_key_joystick4_hat2Right=Right (Hat 2) - (Input 4)
- input_key_joystick4_hat2Up=Up (Hat 2) - (Input 4)
- input_key_joystick4_hat3Down=Down (Hat 3) - (Input 4)
- input_key_joystick4_hat3Left=Left (Hat 3) - (Input 4)
- input_key_joystick4_hat3Right=Right (Hat 3) - (Input 4)
- input_key_joystick4_hat3Up=Up (Hat 3) - (Input 4)
- input_key_joystick4_hat4Down=Down (Hat 4) - (Input 4)
- input_key_joystick4_hat4Left=Left (Hat 4) - (Input 4)
- input_key_joystick4_hat4Right=Right (Hat 4) - (Input 4)
- input_key_joystick4_hat4Up=Up (Hat 4) - (Input 4)
- input_key_joystick4_slider1=Slider 1 (Input 4)
- input_key_joystick4_slider2=Slider 2 (Input 4)
- input_key_joystick4_throttleAxis=Throttle Axis (Input 4)
- input_key_joystick4_xAxis=X-Axis (Input 4)
- input_key_joystick4_xRotation=X-Axis Rotation (Input 4)
- input_key_joystick4_yAxis=Y-Axis (Input 4)
- input_key_joystick4_yRotation=Y-Axis Rotation (Input 4)
- input_key_joystick4_zAxis=Z-Axis (Input 4)
- input_key_joystick4_zRotation=Z-Axis Rotation (Input 4)
- input_key_keyboard_a=A
- input_key_keyboard_arrowDown=Down Arrow
- input_key_keyboard_arrowLeft=Left Arrow
- input_key_keyboard_arrowRight=Right Arrow
- input_key_keyboard_arrowUp=Up Arrow
- input_key_keyboard_b=B
- input_key_keyboard_backslash=\
- input_key_keyboard_backspace=Backspace
- input_key_keyboard_c=C
- input_key_keyboard_capslock=Capslock
- input_key_keyboard_colon=;
- input_key_keyboard_comma=,
- input_key_keyboard_d=D
- input_key_keyboard_delete=Delete
- input_key_keyboard_e=E
- input_key_keyboard_end=End
- input_key_keyboard_enter=Return
- input_key_keyboard_equals==
- input_key_keyboard_escape=Esc
- input_key_keyboard_f=F
- input_key_keyboard_f1=F1
- input_key_keyboard_f10=F10
- input_key_keyboard_f11=F11
- input_key_keyboard_f12=F12
- input_key_keyboard_f2=F2
- input_key_keyboard_f3=F3
- input_key_keyboard_f4=F4
- input_key_keyboard_f5=F5
- input_key_keyboard_f6=F6
- input_key_keyboard_f7=F7
- input_key_keyboard_f8=F8
- input_key_keyboard_f9=F9
- input_key_keyboard_g=G
- input_key_keyboard_h=H
- input_key_keyboard_home=Home
- input_key_keyboard_i=I
- input_key_keyboard_insert=Insert
- input_key_keyboard_j=J
- input_key_keyboard_k=K
- input_key_keyboard_l=L
- input_key_keyboard_leftAlt=Left Alt
- input_key_keyboard_leftBracket=[
- input_key_keyboard_leftCtrl=Left Ctrl
- input_key_keyboard_leftShift=Left Shift
- input_key_keyboard_m=M
- input_key_keyboard_minus=-
- input_key_keyboard_n=N
- input_key_keyboard_numlock=NumLock
- input_key_keyboard_numpad0=Numpad 0
- input_key_keyboard_numpad1=Numpad 1
- input_key_keyboard_numpad2=Numpad 2
- input_key_keyboard_numpad3=Numpad 3
- input_key_keyboard_numpad4=Numpad 4
- input_key_keyboard_numpad5=Numpad 5
- input_key_keyboard_numpad6=Numpad 6
- input_key_keyboard_numpad7=Numpad 7
- input_key_keyboard_numpad8=Numpad 8
- input_key_keyboard_numpad9=Numpad 9
- input_key_keyboard_numpadAdd=Numpad +
- input_key_keyboard_numpadDivide=Numpad /
- input_key_keyboard_numpadEnter=Numpad Enter
- input_key_keyboard_numpadMultiply=Numpad *
- input_key_keyboard_numpadPeriod=Numpad .
- input_key_keyboard_numpadSubtract=Numpad -
- input_key_keyboard_o=O
- input_key_keyboard_p=P
- input_key_keyboard_pause=Pause
- input_key_keyboard_period=.
- input_key_keyboard_pgdn=Page Down
- input_key_keyboard_pgup=Page Up
- input_key_keyboard_print=Print Screen
- input_key_keyboard_q=Q
- input_key_keyboard_r=R
- input_key_keyboard_rightAlt=Right Alt
- input_key_keyboard_rightBracket=]
- input_key_keyboard_rightCtrl=Right Ctrl
- input_key_keyboard_rightShift=Right Shift
- input_key_keyboard_s=S
- input_key_keyboard_scrolllock=Scroll Lock
- input_key_keyboard_slash=/
- input_key_keyboard_space=Spacebar
- input_key_keyboard_t=T
- input_key_keyboard_tab=Tab
- input_key_keyboard_u=U
- input_key_keyboard_underline=_
- input_key_keyboard_v=V
- input_key_keyboard_w=W
- input_key_keyboard_x=X
- input_key_keyboard_y=Y
- input_key_keyboard_z=Z
- input_key_mouse_button1=Button 1 (mouse)
- input_key_mouse_button10=Button 10 (mouse)
- input_key_mouse_button12=Button 1 (mouse) and Button 2 (mouse)
- input_key_mouse_button2=Button 2 (mouse)
- input_key_mouse_button3=Button 3 (mouse)
- input_key_mouse_button4=Button 4 (mouse)
- input_key_mouse_button5=Button 5 (mouse)
- input_key_mouse_button6=Button 6 (mouse)
- input_key_mouse_button7=Button 7 (mouse)
- input_key_mouse_button8=Button 8 (mouse)
- input_key_mouse_button9=Button 9 (mouse)
- input_key_mouse_wheelDown=Mouse Wheel Down
- input_key_mouse_wheelUp=Mouse Wheel Up
- input_key_mouse_xAxis=X-Axis (mouse)
- input_key_mouse_yAxis=Y-Axis (mouse)
- input_key_mouse_zAxis=Mouse Wheel
- input_unbound_action=UNBOUND ACTION %s
- install_confirm2=Please select the action you would like to perform
- interaction_carry=Carry
- interaction_close=Close
- interaction_condition_heavy_armor=Remove heavy armor
- interaction_condition_helmetless=Remove helmet
- interaction_condition_standing=Stand up
- interaction_drink=Drink
- interaction_drop=Drop
- Interaction_eat=Eat
- interaction_equip=Equip
- interaction_getup=Get Up
- interaction_lean=Lean
- interaction_liedown=Lie Down
- interaction_liedown_top=Lie Down Top
- interaction_makecoffee=Make Coffee
- interaction_open=Open
- interaction_order=Order
- interaction_pickup=Pick Up
- interaction_place=Place
- interaction_sit=Sit
- interaction_situp=Sit Upright
- interaction_sleep=Sleep
- interaction_stow=Stow
- interaction_toggleEquipHelmet=Toggle Equip Helmet
- interaction_unequiphelmet=Unequip Helmet
- IT_Shared_Agree=[PH] I agree.
- IT_Shared_AskAboutOtherOptions=[PH] Got any other options?
- IT_Shared_AskedToVisit=Hey, you told me to swing by?
- IT_Shared_AskForWork1stTime=[PH] You got some work for me?
- IT_Shared_Disagree=[PH] I disagree.
- IT_Shared_LookingForMoreWork=Got any more jobs?
- IT_Shared_MissionAccepted=Sounds good.
- IT_Shared_MissionComplete=Job's done.
- IT_Shared_MissionDeclined=I think I'll pass.
- IT_Shared_MissionFailed=I had an issue with the job.
- IT_Shared_Nevermind=[PH] Nevermind.
- IT_Shared_No=[PH] No.
- IT_Shared_NotInterested=[PH] I'm not interested right now.
- IT_Shared_TellMeMoreAboutMissions=[PH] Tell me more...
- IT_Shared_Temp_WhatsTheDeal=[PH] So what's the deal?
- IT_Shared_Yes=[PH] Yes.
- item_armor_179=
- item_armor_244=
- item_armor_515=Inquisitor Legs
- item_armor_516=Inquisitor Legs
- item_armor_517=Inquisitor Legs
- item_armor_518=Inquisitor Legs
- item_armor_519=Inquisitor Legs
- item_armor_520=Inquisitor Legs
- item_armor_521=Inquisitor Legs
- item_armor_522=Inquisitor Legs
- item_armor_523=Inquisitor Legs
- item_armor_524=Inquisitor Legs
- item_armor_525=Inquisitor Legs
- item_armor_526=Inquisitor Legs
- item_armor_527=Inquisitor Legs
- item_armor_528=Inquisitor Legs
- item_armor_529=Inquisitor Legs
- item_armor_530=Inquisitor Legs
- item_armor_531=Inquisitor Legs
- item_armor_532=Inquisitor Legs
- item_armor_533=Inquisitor Legs
- item_armor_534=Inquisitor Legs Red
- item_behr_special_ballistic_02_mag=Item Type: Magazine\nCapacity: 6\n\nThis magazine for the GP-33 "MOD" holds six 40mm grenades.
- item_Color_TBD=TBD\n(Added to fix loc validation.)
- item_corp_Aegis=Aegis Dynamics
- item_corp_Anvil=Anvil Aerospace
- item_corp_Banu=Banu
- item_corp_ConsolidatedOutland=Consolidated Outland
- item_corp_Crusader=Crusader Industries
- item_corp_Drake=Drake
- item_corp_Esperia=Vanduul / Esperia
- item_corp_Kruger=Kruger Intergalactic
- item_corp_MISC=MISC
- item_corp_Origin=Origin
- item_corp_RSI=RSI
- item_corp_Vanduul=Vanduul
- item_corp_Xian=Xi'an
- item_Desc_987_Jacket_01_01_01=Crafted from a slick, high-shine weave, the Legion was conceived by 987 and famed Terran underground designer, Jieto, to shock the status quo of hooded jackets and usher in a new era of aesthetic functionality. \n\nWomen's sizes currently out of stock.
- item_Desc_987_Jacket_02_01_01=Complimentary pieces come together to form the Horde. This striking jacket from 987 features a strong asymmetrical design with a high-lo hem and aggressive detailing on the sleeves. \n\nWomen's sizes currently out of stock.
- item_Desc_adv_agent_helmet_01=Item Type: Light Armor\n\nDamage Reduction: 20%\n\nVirgil's Argus helmet utilizes advanced multi-layered composite construction to provide incredible protection from weapon fire as well as environmental hazards. The tinted visor offers a wide field-of-view to improve situational awareness and unrestricted movement.
- item_Desc_adv_agent_Shared=Item Type: Light Armor\n\nDamage Reduction: 20%\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef for their officers and agents.
- item_Desc_adv_agent_undersuit=Item Type: Flightsuit\nDamage Reduction: 10%\n\nVirgil's Guardian is a multi-purpose combat undersuit that features basic reinforced plates for impact protection as well as natural integration with compatible armor sets.
- item_Desc_ALB_Bandana_01_01_Shared=Made from only the finest cotton, this bandana from Alejo Brothers features a double-sided print and sewn edges to guarantee durability. \n\nWomen's sizes currently out of stock.
- item_Desc_alb_hat_01_01_01=Complete your cool-weather wardrobe with the classic Ketchum beanie from Alejo Brothers.
- item_Desc_ALB_Jacket_01_01_01=Alejo Brothers have seamlessly blended functionality and style with the Tuvic line of outerwear. These rugged jackets feature reinforced leather padding to offer additional protection and support while still maintaining a modern aesthetic.\n\nWomen's sizes currently out of stock.
- item_Desc_ALB_Jacket_01_Ruso=Proudly wear your support of the Rust Society with this custom version of Alejo Brothers' classic Tuvic Outerwear industrial jacket. The perfect companion for those long hauls and endless digs.\n\nWomen's sizes currently out of stock.
- item_Desc_alb_Jacket_02_01_01=Perfect for weathering any storm, Alejo Brothers' Softshell poncho is built from multi-layered waterproof weave technology and features an extra wide size to keep your personal gear clear and dry without restricting your arm movement.\n\nWomen's sizes currently out of stock.
- item_Desc_alb_shirt_01_01_01=Capable as being worn on its own or as a base for layers, this long-sleeve henley style shirt from Alejo Brothers keeps you stylish and comfortable.\n\nWomen's sizes currently out of stock.
- item_Desc_alb_shirt_02_01_01=Alejo Brothers' classic loop tee with a spatter pattern.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Hat_01_01_01=This military cadet hat from CBD blends lightweight fabric and leather for a striking design. Featuring a white skull offset on the front and "Death From Above" on the side.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Hat_01_01_Shared=This military cadet hat from CBD blends lightweight fabric and leather for a striking design.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Hat_01_02_01=A two-tone military cadet hat from CBD that features a flat top, pre-curved bill, and "Fly or Die" across the front. \n\nWomen's sizes currently out of stock.
- item_Desc_cbd_hat_02_01_centurion=The MC-Pinhead military cadet hat from CBD features metal bullet studs embedded into its panels. The special Voyager edition comes in red with a gold band. \n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Hat_02_01_Shared=Metal bullet studs are embedded into the front of this military cadet hat from CBD, which also features RAGE written across the side. \n\nWomen's sizes currently out of stock.
- item_Desc_cbd_hat_03_01_01=[PH] Desc - CBD hat
- item_Desc_cbd_hat_03_aegis_dec=This two-tone cap is mainly dark grey with a light grey accent stripe, featuring an Aegis Dynamics patch across the front panel.
- item_Desc_cbd_hat_03_anvil_dec=A dark green Anvil Aerospace cap that features metal eyelets on the side.
- item_Desc_cbd_hat_03_argo_dec=Spacecraft manufacturer Argo Astronautics has been around for centuries. Support this indispensable UEE industrial brand by wearing this burnt orange hat bearing their name across the front.
- item_Desc_cbd_hat_03_consolidated_dec=Consolidated Outland thrives on the edge of innovation. Promote their initiative by wearing this dark grey hat with the company's branding gracing the front panel.
- item_Desc_cbd_hat_03_crusader_dec=To celebrate Pax Humana 2949, Crusader Industries released this hat in the colors associated with the holiday, blue and white. Wear this hat to join the company in supporting those that focus on the greater good. All proceeds from its purchase will go to the Terra-based nonprofit Empire's Overlooked.
- item_Desc_cbd_hat_03_drake_dec=Embody the boldness of Drake Interplanetary by wearing this black hat with the company's name in strong yellow lettering.
- item_Desc_cbd_hat_03_expo_dec=A magenta hat emblazoned with the Intergalactic Aerospace Expo name and logo in white on the front.
- item_Desc_cbd_hat_03_misc_dec=Evoke the industrial spirit of MISC by sporting this tan hat featuring the company's emblem.
- item_Desc_cbd_hat_03_origin_dec=This light grey hat featuring Origin's name and signature logo is a perennial best seller at their showroom in New Austin.
- item_Desc_cbd_hat_03_rsi_dec=The iconic RSI logo graces the front panel of this black hat featuring a burnt orange accent stripe.
- item_Desc_CBD_Jacket_01_01_Shared=Express your attitude with this ultramodern crash jacket from CBD. An asymmetrical front zipper, arm and shoulder straps help provide additional style for this unique piece.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Pants_01_01_01=Get down and dirty with CBD's Skellig-wear. These utility pants feature durable vinyl-compot material with reinforced ridged kneepads.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_01_01_01=Most may believe in Admiral Bishop, but you're not most people. You prefer to address him as Admiral Bullsh*t, so flaunt your intellectual independence with this shirt from CBD.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_01_02_01=CBD's proud to introduce this graphic tee featuring the album artwork from The Leedos' classic debut album <i>Never Silent</i>.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_01_03_01=Proclaim your passion for poli-rock rebels The Leedos with this lightweight and supremely soft shirt from CBD, featuring artwork from their United Empire of Extinction tour.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_01_04_01=Be crass and comfortable with this swearing skull shirt from CBD made from 100% ring-spun cotton.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_02_01_01=This thrash-tacular tee from CBD rocks Gutterwash's infamous half-human, half-Vanduul logo, and also features leather straps sewn into the shoulder slope seam.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_02_02_01=Be an officially authorized party monster in this Gutterwash graphic tee from CBD with double-stitched hem and sleeves to help it survive those wild nights. \n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_02_03_01=Announce your apathy in this Gutterwash tee. Or don't. Like it'll really make a difference either way. CBD out.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_Shirt_02_04_01=This shirt from CBD features an athletic cut and an eye-catching dripping skull graphic.\n\nWomen's sizes currently out of stock.
- item_Desc_CBD_trenchcoat_01=A modern update of CBD's classic duster, this full-length coat features two-tone coloring and inlaid accents to make a bold statement whatever environment you're in.\n\nWomen's sizes currently out of stock.\n<ph></ph>
- item_Desc_CBD_trenchcoat_01_01_02=CBD's original hellraiser. This full-length coats got reinforced padding to give you a little more confidence when picking a fight or when you just want to look like a badass.\n\nWomen's sizes currently out of stock.
- item_Desc_cds_heavy_armor_01_concierge_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nStorage Points: 20K SP\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while it's powered frame provides near unfettered movement despite the protection it offers. This executive edition features a brushed chrome finish with an inlaid hexagonal pattern.
- item_Desc_cds_heavy_armor_01_concierge_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while it's powered frame provides near unfettered movement despite the protection it offers. This executive edition features a brushed chrome finish with an inlaid hexagonal pattern.
- item_Desc_cds_heavy_armor_01_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nStorage Points: 20K SP\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while it's powered frame provides near unfettered movement despite the protection it offers.
- item_Desc_cds_heavy_armor_01_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while it's powered frame provides near unfettered movement despite the protection it offers.
- item_Desc_cds_legacy_heavy_armor_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
- item_Desc_cds_legacy_heavy_armor_01_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nStorage Points: 20K SP\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
- item_Desc_cds_legacy_heavy_armor_01_helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nEvery piece of the Balor was designed by Clark Defense Systems to more evenly distribute damage. This spreads the force of an impact across the heavy helmet, helping it hold up when others would fail.
- item_Desc_cds_legacy_light_armor_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
- item_Desc_cds_legacy_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 10K SP\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
- item_Desc_cds_legacy_light_armor_01_helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nConstructed using a lightweight alloy that can withstand a fair share of damage, the CBH-3 is a field-tested combat helmet featuring a large single-piece molded faceplate to allow for an expansive field of view for increased situational awareness.
- item_Desc_cds_legacy_medium_armor_01=Item Type: Medium Armor\nDamage Reduction: 30%\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
- item_Desc_cds_legacy_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nStorage Points: 10K SP\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
- item_Desc_cds_legacy_medium_armor_01_helmet=Item Type: Medium Armor\nDamage Reduction: 30%\n\nThe G-2 provides protection and an uninhibited field of view without being bulky. Clark Defense Systems designed the helmet to withstand a wide variety of impact types without compromising its integrity.
- item_Desc_cds_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 10K SP\n\nCDS’ Field Recon Suit is the perfect solution for the combat operator who wants a little extra protection without compromising any of their situational agility. EdgeCore composite plating is strategically sewn into the nano-weave suit to cover vital organs while keeping the suit flexible.
- item_Desc_cds_light_armor_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nCDS’ Field Recon Suit is the perfect solution for the combat operator who wants a little extra protection without compromising any of their situational agility. EdgeCore composite plating is strategically sewn into the nano-weave suit to cover vital organs while keeping the suit flexible.
- item_Desc_cds_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nStorage Points: 10K SP\n\nThe mark X is the latest in CDS’ award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
- item_Desc_cds_medium_armor_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\n\nThe mark X is the latest in CDS’ award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
- item_Desc_CDS_Undersuit_Armor_Shared=Item Type: Flightsuit\nDamage Reduction: 10%\n\nThis comprehensive Tactical Combat Suit provides a complete sealed suit against vacuum, free range of motion, and interfaces seamlessly with compatible armor systems.
- item_Desc_cds_undersuit_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nThe A23 has been one of CDS' mainstay helmet systems for years. Built out of impact-resistant composite technology and a hardened laminate faceplate, the A23 is perfect for hazardous environment and basic EVA operations.
- item_Desc_clda_env_heavy_arms_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_arms_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_core_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nStorage Points: 150K SP\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_core_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_fullsuit_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_fullsuit_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_helmet_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_legs_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_clda_env_heavy_legs_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
- item_Desc_COMP_BEHR_S00_CSVRP=Item Type: Computer\nManufacturer: Behring\nSize: 0\nGrade: C\nClass: Military\n\nSpecced to meet the high demands of the military, Behring’s CSV-RP vehicle computer has been a staple in UEE tanks and other ground vehicles for centuries.
- item_Desc_COMP_BEHR_S00_CSVTL=Item Type: Computer\nManufacturer: Behring\nSize: 0\nGrade: B\nClass: Military\n\nThe CSV-TL computer system is powered by Behring to deliver more processing than previous- generation systems alongside innovative new processing algorithms for improved data handling.
- item_Desc_COMP_BEHR_S01_CSRRP=Item Type: Computer\nManufacturer: Behring\nSize: 1\nGrade: C\nClass: Military\n\nThe CSR-RP from Behring provides trusted and consistent computing power in a streamlined package.
- item_Desc_COMP_BEHR_S01_CSRTL=Item Type: Computer\nManufacturer: Behring\nSize: 1\nGrade: B\nClass: Military\n\nFly with next-generation computer performance. The CSR-TL has low latency and plug-and-play compatibility with additional blade slots, all driven by Behring’s advanced operating technologies.
- item_Desc_COMP_BEHR_S02_CSMRP=Item Type: Computer\nManufacturer: Behring\nSize: 2\nGrade: C\nClass: Military\n\nThe CSM-RP computer system brings Behring’s esteemed line of military-grade processors to private-sector ships.
- item_Desc_COMP_BEHR_S02_CSMTL=Item Type: Computer\nManufacturer: Behring\nSize: 2\nGrade: B\nClass: Military\n\nBehring packed plenty of raw power into the CSM-TL computer system. Armed with advanced data-cores running hex-threaded processors, it’s sure to provide all the computational brute force you need.
- item_Desc_COMP_BLTR_S01_Crypt=Item Type: Computer\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: A\nClass: Stealth\n\nThe new Crypt from Blue Triangle Inc. is meticulously crafted to offer superior heat dissipation using advanced venting technology and premium materials, so that this computer system runs as cool as it looks.
- item_Desc_COMP_BLTR_S01_Cypher=Item Type: Computer\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: B\nClass: Stealth\n\nDesigned to dispel both IR and EM signatures, the Cypher from Blue Triangle Inc has quietly been making a name for itself amongst consumers that prefer stealth components.
- item_Desc_COMP_BRRA_S01_Lamarr=Item Type: Computer\nManufacturer: Broad & Rabiee\nSize: 1\nGrade: C\nClass: Competition\n\nThe eccentric upstarts behind Broad & Rabiee cheekily named their competition-grade computer Lamarr in honor of a 28th century cult vid about an alien CPU that single-handedly overthrows the UEE government.
- item_Desc_COMP_BRRA_S01_Pascal=Item Type: Computer\nManufacturer: Broad & Rabiee\nSize: 1\nGrade: B\nClass: Competition\n\nBroad and Rabiee engineered the ultimate computing experience when they designed the new lighter and faster Pascal data system.
- item_Desc_COMP_Default=[PH]
- item_Desc_COMP_FSIN_S02_CompuWare=Item Type: Computer\nManufacturer: Friskers Semiconductor Inc.\nSize: 2\nGrade: C\nClass: Civilian\n\nBuilt to meet the demands of next generation ships, Friskers’ CompuWare features proprietary technologies for smooth data processing.
- item_Desc_COMP_MITE_S01_dynaSys=Item Type: Computer\nManufacturer: microTech\nSize: 1\nGrade: C\nClass: Civilian\n\nFrom trusted computer expert microTech, the dynaSys onboard system handles rapid data processing in a streamlined designed frame.
- item_Desc_COMP_SADA_S01_Ferric=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 1\nGrade: C\nClass: Industrial\n\nInnovation never ends at Saga Datasystems. The Ferric computer was specifically refined to suit industrial ships and all their processing needs.
- item_Desc_COMP_SADA_S01_Wolfram=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 1\nGrade: B\nClass: Industrial\n\nThe Wolfram is one of the universe’s most powerful onboard computer systems. With Saga Datasystem’s incredible computing power and groundbreaking architecture, you’ll accomplish more than you ever thought possible.
- item_Desc_COMP_SADA_S02_Chrome=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 2\nGrade: B\nClass: Industrial\n\nThe new Saga Datasystems Chrome computational system works intelligently to improve data handling while simultaneously allowing for dynamic core processing.
- item_Desc_COMP_SADA_S02_Inox=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 2\nGrade: C\nClass: Industrial\n\nBefore founding Saga Datasystem, Lavinia Kilo was an industrial engineer. Her love of versatile yet utilitarian components is reflected in the Inox — a computer system designed with the hauler in mind.
- item_Desc_COMP_WLOP_S00_Chamfer=Item Type: Computer\nManufacturer: WillsOp\nSize: 0\nGrade: B\nClass: Civilian\n\nYou can now experience the power and performance of WillsOp in a mobile form factor. The Chamfer computing system provides all you data processing needs as you travel.
- item_Desc_COMP_WLOP_S00_Lattice=Item Type: Computer\nManufacturer: WillsOp\nSize: 0\nGrade: C\nClass: Civilian\n\nThis vehicle computer from WillsOp was designed to withstand the many harsh conditions you and your vehicle could find yourselves in as you explore the universe.
- item_Desc_COMP_WLOP_S01_Baier=Item Type: Computer\nManufacturer: WillsOp\nSize: 1\nGrade: C\nClass: Civilian\n\nThe Baier computer from WillsOp has a legion of fans thanks to consistent performance and renowned targeting software.
- item_Desc_COMP_WLOP_S01_Mitre=Item Type: Computer\nManufacturer: WillsOp\nSize: 1\nGrade: B\nClass: Civilian\n\nThe Mitre computing system is truly unique. Designed and built by WillsOp and crafted with premium materials and components, it is cooled by an advanced radial vapor exchanged for improved performance in most environments.
- item_Desc_COMP_WLOP_S02_Baas=Item Type: Computer\nManufacturer: WillsOp\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Baas from WillsOp gives you superior performance to deliver one of the fastest and comprhensive computational experiences.
- item_Desc_COMP_WLOP_S02_Dado=Item Type: Computer\nManufacturer: WillsOp\nSize: 2\nGrade: D\nClass: Civilian\n\nThe Dado ship computer from WillsOp comes standard with their proprietary targeting system software to help keep your ship safe.
- item_Desc_COOL_ACOM_S01_ZeroRush=Item Type: Cooler\nManufacturer: ACOM\nSize: 1\nGrade: B\nClass: Competition\n\nFew things can push your ship to its limits like racing. Going faster and harder generates a lot of excess heat that can take a toll on your system if not properly managed. The ZeroRush cooler from ACOM has what it takes to get you across the finish line.
- item_Desc_COOL_AEGS_S01_Glacier=Item Type: Cooler\nManufacturer: Aegis\nSize: 1\nGrade: A\nClass: Military\n\nYour weapons, your shields, your thrusters. All vital during combat, all generating heat. Enter the Glacier cooler from Aegis Dynamics. A best-in-class heat management system designed to keep you cool as the pressure mounts.
- item_Desc_COOL_AEGS_S01_Tundra=Item Type: Cooler\nManufacturer: Aegis\nSize: 1\nGrade: D\nClass: Military\n\nConstructed by Aegis with military performance in mind, the Tundra’s reliable performance has made it a standard cooler of the UEE Navy.
- item_Desc_COOL_AEGS_S02_Avalanche=Item Type: Cooler\nManufacturer: Aegis\nSize: 2\nGrade: A\nClass: Military\n\nShowcasing the best of mil-spec cooler technology, the Aegis Avalanche thermal management unit has been built from the ground up to endure the demanding needs of the battlefield.
- item_Desc_COOL_AEGS_S02_Boreal=Item Type: Cooler\nManufacturer: Aegis\nSize: 2\nGrade: D\nClass: Military\n\nDesigned to disperse the heat of battle, Aegis Dynamics’ Boreal cooler is a military standard with the capacity to survive stressful situations.
- item_Desc_COOL_AEGS_S02_Permafrost=Item Type: Cooler\nManufacturer: Aegis\nSize: 2\nGrade: B\nClass: Military\n\nDesigned by Aegis to military standards, the Permafrost cooler has proven itself time and again to be more than capable of handling heat processing even while under the strains of combat.
- item_Desc_COOL_AEGS_S03_Tempest=Item Type: Cooler\nManufacturer: Aegis\nSize: 3\nGrade: B\nClass: Military\n\nOn the frontlines, you want to know that your ship is going to perform as expected when you need it most. The mil-spec Tempest cooler sees to it that you can operate within safe thermal ratings for longer thanks to advanced manufacturing by Aegis.
- item_Desc_COOL_Default=[PH]
- item_Desc_COOL_JSPN_S00_CryoStarSL=Item Type: Cooler\nManufacturer: J-Span\nSize: 0\nGrade: B\nClass: Civilian\n\nJ-Span’s done it again. The Cryo-Star SL incorporates the same consumer award winning performance and durability you’ve come to expect from a Cryo-Star, but now available for smaller vehicles.
- item_Desc_COOL_JSPN_S01_CryoStar=Item Type: Cooler\nManufacturer: J-Span\nSize: 1\nGrade: B\nClass: Civilian\n\nJ-Span’s consumer-grade Cryo-Star cooler has become a common sight across the Empire thanks to its reliable heat absorption that won’t strain your ship’s power-plant.
- item_Desc_COOL_JSPN_S02_CryoStarEX=Item Type: Cooler\nManufacturer: J-Span\nSize: 2\nGrade: B\nClass: Civilian\n\nWith its EX line, J-Span has brought the same reliable heat absorption of their popular Cryo-Star cooler to pilots looking to outfit larger ships.
- item_Desc_COOL_JSPN_S03_CryoStarXL=Item Type: Cooler\nManufacturer: J-Span\nSize: 3\nGrade: B\nClass: Civilian\n\nWith its well-crafted design and dependable performance, the Cryo-Star XL cooler proves from the moment you use it that no one understands heat management better than J-Span.
- item_Desc_COOL_JUST_S01_EcoFlow=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nA standard for centuries, Juno Starwerk’s industrial Eco-Flow cooler is a favorite of haulers for being easy to maintain even when carrying the heaviest cargo loads.
- item_Desc_COOL_JUST_S01_UltraFlow=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 1\nGrade: A\nClass: Industrial\n\nJuno Starwerks has crafted the Ultra-Flow to not only withstand the demanding cooling needs of your ship’s systems as it works, but to do it longer and better than other coolers in its class.
- item_Desc_COOL_JUST_S02_Snowfall=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 2\nGrade: B\nClass: Industrial\n\nFew things can be as damaging to your ship over time as excess heat build up. The Juno Starwerk Snowfall cooler helps ensure that your ship stays the right temperature for longer, which means that you can keep flying for longer.
- item_Desc_COOL_JUST_S03_IceFlush=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nThe Juno Starwerk Ice-Flush cooler is built to withstand the heat demands and thermal strains that many industrial ships deal with as part of their average workday.
- item_Desc_COOL_LPLT_S01_FlashFreeze=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: B\nClass: Civilian\n\nWith the FlashFreeze, Lightning Power makes sure that no matter how hot things get, you can rely on its proven cooling technology to keep you flying.
- item_Desc_COOL_LPLT_S02_FullFrost=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: B\nClass: Civilian\n\nProper thermal management and heat distribution is a concern for any pilot who cares about the longevity and performance of their ship. Now you can fly easy knowing you have the advanced FullFrost cooler by Lightning Power aboard.
- item_Desc_COOL_LPLT_S02_WhiteOut=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: D\nClass: Civilian\n\nYour ship faces a lot of extreme conditions while flying. From the coldness of space to the burning heat of a desert planet, the last thing you want to worry about is if your cooler can keep up. The entry-level WhiteOut from Lightning Power provides thermal management that can help make sure you get where you’re going.
- item_Desc_COOL_LPLT_S03_FrostBite=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 3\nGrade: B\nClass: Civilian\n\nKeep your ship running smoothly with the Lightning Power FrostBite handling your thermal management needs. This consumer-grade cooler can process extra-heat and help maintain optimal running temperatures for all your components.
- item_Desc_COOL_TYDT_S01_SnowBlind=Item Type: Cooler\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: A\nClass: Stealth\n\nAn IR signature that is running hot is a surefire way to alert the entire sector to your whereabouts and can often potentially prove to be dangerous. With the Tyler Design & Tech Snowblind cooling system onboard you can significantly reduce your heat emissions while keeping your ship running within optimal thermal conditions.
- item_Desc_COOL_VNCL_S01_Cold=Item Type: Cooler\nManufacturer: Vanduul\nSize: 1\nGrade: N/A\nClass: Military\n\nA small cooler found aboard Vanduul crafts and code-named “Cold” by the military, its thermo-tolerances have been tuned to meet the aggressive needs of Vanduul pilots.
- item_Desc_COOL_WCPR_S00_Kelvid=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 0\nGrade: B\nClass: Civilian\n\nThe Kelvid is a high performance, rough and tumble cooler system designed to keep your vehicle humming for longer, rather than catching its breath.
- item_Desc_COOL_WCPR_S01_Gelid=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 1\nGrade: A\nClass: Civilian\n\nAllowing for greater thermo-dispersal and improved performance output, the top-of-the-line Gelid cooler from Wen/Cassel is an all-inclusive heat management system ideal for a variety of ships.
- item_Desc_COOL_WCPR_S02_Graupel=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Graupel not only provides the top of the line cooling technology that larger ships need to maintain optimal performance, it does it with Wen/Cassel’s signature craftsmanship.
- item_Desc_COOL_WCPR_S02_Taiga=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: B\nClass: Civilian\n\nWen/Cassel has worked long and hard to develop quality coolers like the latest edition Taiga, which can process and manage excess heat while consistently maintaining the high standards that they have become known for.
- item_Desc_CTL_Hat_01_01_Shared=A classic structured baseball cap with an accent stripe to add a pop of color. City Lights' proprietary COOL-WEV technology keeps your head cool and dry in any environment.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Jacket_01_01_Shared=A modern take on the iconic crash jacket, the Sturgis from City Lights stands out thanks to its asymmetrical main zipper and plethora of pockets, but its timeless design will keep you in style for years. \n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Jacket_02_01_Shared=A classic racer jacket elevated by detailed seam work, a collar strap and decorative, eye-catching flourishes on the chest and arms. City Lights has once again redefined fashion and comfort.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Jacket_03_01_Shared=This simple knit jacket from City Lights features a classic cut and chic microseam technology to create a thoroughly modern addition to any wardrobe. It also features a stand collar to help keep you warm.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Pants_01_01_Shared=These straight-leg pants from City Lights are essential for everyday work and play. Both the front and back pockets feature metallic button accents to provide that perfect amount of flair.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Pants_02_01_Shared=Step up the style with these bold pants from City Lights. Six zipper pockets and a slanted fly will bring a bit of attitude to your wardrobe.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Shirt_03_01_Shared=This stylish t-shirt from City Lights is made from a lighter fabric that's perfect for warmer climates.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Shirt_03_01_Shared2=Enhance your basic t-shirt game with this stylish short sleeve t-shirt from City Lights, which features a dynamic, asymmetrical line across the front.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Shirt_03_bb01_01=This stylish t-shirt from City Lights is made from a lighter fabric that's perfect for warmer climates. This exclusive Bello features the logo of the Empire's favorite Kacho restaurant, Big Benny's.\n\nWomen's sizes currently out of stock.
- item_Desc_ctl_shirt_03_nvy01_01=Show your support with this special t-shirt featuring the official Navy logo. City Lights will donate a portion of every sale to Operation Solace's Vega Relief Fund.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Shirt_06_01_Shared=Enhance your basic t-shirt game with this stylish short sleeve t-shirt from City Lights, which features a dynamic, asymmetrical line across the front.\n\nWomen's sizes currently out of stock.
- item_Desc_ctl_shirt_07_nvy01_01=This Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.\n\nWomen's sizes currently out of stock.
- item_Desc_ctl_shirt_07_nvy01_02_no_decal=The Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.\n\nWomen's sizes currently out of stock.
- item_Desc_ctl_shirt_07_Shared=The Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.\n\nWomen's sizes currently out of stock.
- item_Desc_CTL_Torso_Jacket_01_01=(PH) F_CTL_Jacket_01_01\nItem Description.\n\n Description
- item_Desc_CTL_Torso_Jacket_04_01=(PH) F_CTL_Jacket_04_01\nItem Description.\n\n Description
- item_Desc_CTL_Torso_Shirt_03_01=(PH) F_CTL_Shirt_03_01\nItem Description.\n\n Description
- item_Desc_CTL_Torso_Shirt_03_02=(PH) F_CTL_Shirt_03_02\nItem Description.\n\n Description
- item_Desc_Dead_Tree=Contrary to its ominous name, the Revenant is actually a variety of the Altrucia tree, an indigenous plant of Terra III known for its thick and colorful leaves. Geoengineers introduced fields of Altrucias to Hyperion in an effort to break up the dust storms. Although the project failed, the Altrucia trees adapted to the perpetual wind patterns, shedding its leaves and thickening the wood in the trunk. Botanists initially believed that the Altrucias had died, but on closer inspection, discovered that they were quite alive and thus, the name was born.
- item_Desc_dil_dress_01_01_01=[PH] DIL - dress - description
- item_Desc_dil_gloves_01_01_01=[PH] DIL - gloves (01) - description
- item_Desc_dil_gloves_02_01_01=[PH] DIL - gloves (02) - description
- item_Desc_dil_jacket_02_01_01=[PH] DIL - jacket - description
- item_Desc_dil_pants_02_01_01=[PH] DIL - pants - description
- item_Desc_dil_shirt_02_01_01=[PH] DIL - shirt - description
- item_Desc_dil_shoes_01_01_01=[PH] DIL - shoes (01) - description
- item_Desc_dil_shoes_02_01_01=[PH] DIL - shoes (02) - description
- item_Desc_dmc_boots_04_01_01=Walk to the ends of the earth with DMC's Hardy line of rugged all-terrain boots. Featuring increased ankle support and waterproof materials, you can trudge through desert or mountain in comfort.\n\nWomen's sizes currently out of stock.
- item_Desc_DMC_gloves_01_01_01=DMC's Gauntlet gloves feel like a hard day's work. Built with resilient GranTec composite weaves, these Gauntlets live up to their name, providing maximum protection against environments and impacts so you can work another day.
- item_Desc_DMC_Gloves_02_01_01=Designed to provide warmth to your hands while still allowing you to precisely manipulate things, the Mercury gloves from DMC are perfect for outdoor activities or colder work environments.
- item_Desc_DMC_gloves_02_01_centurion=Keep your hands warm and fingers nimble with Mercury gloves from DMC. Ideal for outdoor activities or colder work environments, the special Voyager edition comes in red with gold trim.
- item_Desc_DMC_Jacket_01_01_01=These insulated, water-resistant jackets are perfect for any jobsite where temperature can be a factor. The Mountaintop from DMC features secure pockets and is made with a vinyl-weave exterior, guaranteeing that rough environments won't compromise your warmth.\n\nWomen's sizes currently out of stock.
- item_Desc_DMC_Jacket_02_01_Shared=Look as good as you feel with this trendy jacket from DMC. The Selby also features a soft inner lining to provide extra comfort and insulation.\n\nWomen's sizes currently out of stock.
- item_Desc_DMC_Jacket_03_01_01=This heavy-duty outdoor jacket from DMC provides maximum insulation to keep you warm in the harshest of conditions while also featured reinforced padding to offer protection against impacts and flying particulates.
- item_Desc_DMC_Legs_Pants_02_01=(PH) F_DMC_Pants_02_01\nItem Description.\n\n Description
- item_Desc_DMC_Pants_01_01_01=DMC's Foundation line is just that; the foundation for your work wear. Featuring a simple, elegant cut with easy-access pockets, the Foundation is both professional and functional.\n\nWomen's sizes currently out of stock.
- item_Desc_DMC_Pants_02_01_Shared=Flaunt your rugged yet refined sensibility with these cargo pants from DMC. With grey accents and contrast stripes down each side, Astleys are durable, comfortable, and always on point. \n\nWomen's sizes currently out of stock.
- item_Desc_DMC_Pants_03_01_01=DMC's Frontier collection has been a staple of frontier living for centuries. These heavy denim workpants have double-stitched reinforcement and stainguard technology, making them dependable pants for any environment day in and day out.\n\nWomen's sizes currently out of stock.
- item_Desc_dmc_pants_04_01_01=DMC's K7 are an all-purpose cargo pants. Four easy access pockets provide extra storage while the triple-stitched polymer weave fabric is designed to withstand all kinds of weather conditions.
- item_Desc_dmc_pants_05_01_01=DMC's Razorback pants are made to be worn. Built from industrial quality material, they feature reinforced kneepads to prevent tears on the job and stay rugged yet comfortable.\n\nWomen's sizes currently out of stock.
- item_Desc_dmc_pants_06_01_01=DMC's Roughneck pants are low cut for maximum comfort with extra size pockets and built to weather the storms of life.\n\nWomen's sizes currently out of stock.
- item_Desc_doom_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nStorage Points: 20K SP\n\nSometimes all you gotta do is put on the right piece of armor to make your message loud and clear. Clash armor first started popping up when the Dredge got strong-armed into mass-producing their armor and it's been scaring everyone stupid since. Now everybody's stealing it. Clash features a reinforced medium plating to get you a good balance of protection without giving up too much speed.
- item_Desc_doom_medium_armor_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\n\nSometimes all you gotta do is put on the right piece of armor to make your message loud and clear. Clash armor first started popping up when the Dredge got strong-armed into mass-producing their armor and it's been scaring everyone stupid since. Now everybody's stealing it. Clash features a reinforced medium plating to get you a good balance of protection without giving up too much speed.
- item_Desc_doom_medium_armor_helmet_01=Item Type: Medium Armor\nDamage Reduction: 30%\n\nBuilt using high quality scavenge with a molded faceplate, the Death's Head is built to take an absolute beating.
- item_Desc_doom_medium_armor_helmet_02=Item Type: Medium Armor\nDamage Reduction: 30%\n\nBe the reaper with this terrifying battle helmet molded after some kind of animal. We aren't a vet, it just looked cool. All we know is that it'll withstand some serious punishment and look bad ass doing it.
- item_Desc_doom_medium_armor_helmet_02_holiday=Item Type: Medium Armor\nDamage Reduction: 30%\n\nCelebrate the season with the festive Holiday Butcher helmet. Doomsday designed this twisted bit of armor to withstand a firefight, raucous holiday party, and everything in between. The snout's custom armor plating provides protection while remaining lightweight, and the synthetic spiral horns are more durable than the real deal. The Holiday Butcher adds to Doomsday's reputation as the universe's premiere engineer of warped gear.
- item_Desc_drn_gloves_01_01_01=Named after the influential Terran tailor, Debnam gloves incorporate that famous tailor's classic design to keep your hands comfortable in colder temperatures.
- item_Desc_DRN_hat_01_01_01_concierge=As part of their Dafne collection, Derion is proud to present the Jacopo tophat. Perfect for an elegant night on the town, this gossamer-lined top hat was commissioned in honor of the Port Renatus Metropolitan Opera House Quincentennial.\n\nWomen's sizes currently out of stock.
- item_Desc_drn_jacket_01_01_01=Define your ultimate you. The Adiva is an asymmetrical pullover with bold mixed-materials and solid reinforced trim.\n\nWomen's sizes currently out of stock.
- item_Desc_DRN_monocle_01=As part of their Dafne collection, Derion is proud to present the Jacopo monocle. This diamond-laminate accessory features a tungsten chain and features the latest upgradable optiVis interface for unmatched comfort.\n\nWomen's sizes currently out of stock.
- item_Desc_drn_pants_01_01_01=Classic cuts never go out of style. A staple of any wardrobe, Derion's LeMarque are built for work or play and feature microseam pleats and wrinkle-free material that will guarantee that you'll get years out of this classic.\n\nWomen's sizes currently out of stock.
- item_Desc_drn_senator_pants_03=These two-tone pants from Derion are the perfect blend of modern and classic, the Ember's dual polymer weave provides a durable, professional look guaranteed to strike a commanding presence wherever you go.\n\nWomen's sizes currently out of stock.
- item_Desc_drn_senator_shirt_03_01_01=Derion's Aero is a lightweight longsleeve top features a stitched V-pattern and short high collar, perfect for the office or a night out.\n\nWomen's sizes currently out of stock.
- item_Desc_drn_shoes_01_01_01=These two-tone slip-on shoes are comfortable enough for casual wear, but stylish enough for the workplace.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Jacket_01_01_01=Simple, comfortable and understated. While most fashion designers avoid these terms, Escar Limited understands that sometimes you just want something that feels right. Based on the classic design from Centauri II, the Archibald is a simple, comfortable and understated light jacket made from a polyweave that doesn't restrict airflow.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Jacket_02_01_01=Stay stylishly protected from the elements with the Geoffrey. Escar Limited's casual jacket features a durable water-repellent finish with a slick brushed look, alongside sleeves featuring an articulated elbow. \n\nWomen's sizes currently out of stock.
- item_Desc_ELD_jacket_03_01_shared=Weather the cold with this waterproof and insulated jacket from Escar Limited. Featuring a stylish design and unique dual-layer collar, the Parvat will keep you warm when you need it most.
- item_Desc_ELD_Pants_01_01_Shared=Embody the Escar aesthetic of casual comfort with these classic pants. Ideal for lounging. Ideal for errands. Ideal for you.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Pants_01_02_Shared=Spice up your wardrobe with a pair of 99 pants from Escar Limited. The juxtaposition of colors, each made from a different fabric, form a striking design for when you want to make a statement.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Pants_02_01_Shared=88s are the ultimate leisure attire from Escar Limited. From the striking color to the tailored fit, they are the perfect complement for laid back days and festive nights.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Pants_03_01_01=Keep it easy with EQ athletic pants from Escar Limited. Made with a sweat-wicking microweave and a subtle pleated design, the EQ are a comfortable and stylish choice for those days when you're looking to keep it cool.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Pants_04_01_01=Keep it CS-L with these soft, fleece-lined athletic pants from Escar Limited. These loose, relaxed pants provide supreme comfort whether on the move or unwinding. \n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Pants_05_01_01=With the help of iconic designer Ubaid, Escar Limited created these crop pants for the fashion forward who don't want to be overly flashy. The 55-GR features a subtle tartan pattern and baggy cuffs. \n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Shirt_01_01_01=Be bold. Be you. Escar LImited's Hannu line of ultra-cas shirts features a fading asymmetrical cut and patchweave material that feels both rustic and thoroughly modern.\n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Shirt_02_01_01=Distressed to impress, the Shackleton line provides comfort with an edge. Escar Limited abrades the shirt fabric to give it a repurposed charm and unique look that fits in at home or on the streets. \n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Shirt_03_01_01=A partial zip pullover shirt with mesh arm accents and a button collar. Escar Limited's Balboa line delivers cutting edge style suitable for any system or situation. \n\nWomen's sizes currently out of stock.
- item_Desc_ELD_Shirt_04_01_01=[PH] ELD - shirt (04) - description
- item_Desc_ELD_shirt_04_01_big_bennys=This Big Benny's shirt embodies the joy of dining on their delicious kacho with an animated image that rotates between two versions of the brand's iconic logo. Wearing it is bound to remind everyone to grab and eat this tasty treat.
- item_Desc_ELD_shirt_04_01_Cubby_blast=Show your support for local and independently owned businesses with this Cubby Blast t-shirt. From its infectious holo-jingle promising "racks of rifles, stacks of shotguns, piles of pistols" to Clor Vee, the eccentric owner with a thick Cathcart accent, Cubby Blast remains one of Area18's most unique shops, and a refreshing change of pace from the corporate-owned chain stores that dominant the Empire.\n
- item_Desc_ELD_shirt_04_01_dumpers_depo=Be sure to keep this shirt off the scrap heap. Made from ring-spun cotton for an ultra-comfortable fit, this Dumper's Depot shirt features an animated spinning gear in the logo that's bound to get people's attention.
- item_Desc_ELD_shirt_04_01_G-loc=Raise a glass to the expert drink-slingers at the G-Loc Bar with this t-shirt. Area18's finest watering hole is known for their heavy pours on classic cocktails, like the Wingman's Hangover and Nick's Mistake. Snag this shirt to celebrate their generosity and help you remember where the night started.
- item_Desc_ELD_shirt_04_01_pips=Comfort meets refreshing style with this Pips graphic t-shirt, which features the popular energy drink's logo on the front and "Power Up" on the back.
- item_Desc_ELD_shirt_04_01_torpedo_burrito=Show your affinity for the meal guaranteed to destroy your hunger. This ultra-soft natural fiber shirt features the Torpedo Burrito logo on the front and their very appropriate catch phrase "Unleash A Payload of Flavor" on the back.
- item_Desc_eld_shirt_04_aegis_dec=From the Avenger to the Idris, Aegis Dynamics' impact on modern spacecraft is undeniable. Extol their achievements with this 100% cotton grey shirt featuring the company's iconic logo.
- item_Desc_eld_shirt_04_anvil_dec=This dark green t-shirt sports the familiar logo of Anvil Aerospace, a name inspired by Robert Calvin's famous quote referencing "the anvils of innovation".
- item_Desc_eld_shirt_04_argo_dec=This orange shirt features the logo of Argo Astronautics. Before changing their name, the company was known as AR-GO Technologies with the 'AR' referencing founder Alana Redmond.
- item_Desc_ELD_Shirt_04_assistance_dec=In space, no one can hear your scream. That's why they created ECN alerts. Commemorate the kindness of strangers with the Rescue Required shirt, featuring an astronaut fleeing from danger.
- item_Desc_eld_shirt_04_consolidated_dec=Silas Koerner founded Consolidated Outland to push the boundaries of modern spacecraft design. Celebrate his ambition with this dark grey t-shirt featuring the company's logo.
- item_Desc_eld_shirt_04_crusader_dec=Crusader Industries created this striking blue shirt sporting their "sword & C" logo to further their corporate mandate to support charitable organizations. The company has promised that all proceeds from the sale of this shirt will go to the Terra-based nonprofit Empire's Overlooked.
- item_Desc_eld_shirt_04_drake_dec=The success of Drake Interplanetary has gone a long way to bring legitimate business back to the Magnus system. Support the scrappy manufacturer of affordable, utilitarian ships with this black shirt emblazoned with the company name in yellow.
- item_Desc_ELD_Shirt_04_ejection_dec=Commiserate with other Captains whose chair won't go anywhere. The Ejection Rejection shirt features a smoldering Cutlass while wondering why anyone would ever need an ejection seat.
- item_Desc_eld_shirt_04_expo_dec=The logo for the Intergalactic Aerospace Expo graces this magenta shirt made from 100% cotton.
- item_Desc_ELD_Shirt_04_grimhex_dec=Scoundrel, scalawags, and scum gather at Grim HEX, so show that you're part of such illustrious company with the Lost Wallet shirt made from comfortable, synthetic cotton.
- item_Desc_ELD_Shirt_04_lorville_dec=Lorville, come for the low wages and leave with a lethal respiratory condition. The Lorville Blues shirt celebrates the iconic, corporate-owned landing zone best seen with a plastic bag over your head.
- item_Desc_eld_shirt_04_misc_dec=This tan shirt sports the MISC name and logo. Perfect for those with an affinity for reliable industrial ships imbued with a slight Xi'an influence.
- item_Desc_ELD_Shirt_04_olisar_dec=The Stuck at Olisar shirt recreates the infamous ASOP terminal screen frequently seen at Port Olisar. Anyone who's visited this bustling transportation hub can relate to the gnawing fear of seeing this screen appear as a result of Olisar officials clearing abandoned, crashed, or improperly parked spacecraft from their landing pads.
- item_Desc_eld_shirt_04_origin_dec=Origin Jumpworks ships have been described as a symphony in motion. That elegant aesthetic extends to the circular logo gracing the front of this light grey t-shirt.
- item_Desc_ELD_Shirt_04_required_dec=This short sleeve shirt features the iconic warning sign found near airlocks across the universe. Wear the Vacuums Kill shirt to remind everyone of the horrors that happens when one removes their helmet in the vacuum of space.
- item_Desc_eld_shirt_04_rsi_dec=Celebrate the company most responsible for bringing Humanity to the stars. This classic black t-shirt features the iconic RSI logo.
- item_Desc_EVL_glasses_01=Inspired by the infamous Nexus-based outlaw group featured in the Star Marine game mode Theatres of War, this intimidating and ostentatious limited-run eyewear is made with impact resistant red lens set in an intricately designed metal frame with gold plating.
- item_Desc_EVL_Jacket_01_01_ruso=The Rust Society edition adds eye-catching colors to this jacket's unique asymmetrical design. Made from a patented blend of fabrics, the Manaslu's surprisingly lightweight insulation will keep you warm in the coldest corners of the universe.\n\nWomen's sizes currently out of stock.
- item_Desc_EVL_Jacket_01_01_Shared=The Manaslu from EvaLight's asymmetrical design is only one of its unique attributes. Made from a patented blend of fabrics, this jacket is surprisingly lightweight insulation will keep you warm in the coldest corners of the universe. \n\nWomen's sizes currently out of stock.
- item_Desc_FIO_glasses_01=The Sarrab are stylish half-rim glasses that are so light you'll forget you're wearing them. Ideal for everyday use, these glasses feature clear polycarbonate temple arms that complement the lens without demanding too much attention.
- item_Desc_FIO_glasses_02=Fashion and function merge with the Ectio glasses from Fiore. Adjustable temple arms provide the perfect fit to sit snugly in the ear, while crystal-tempered lenses guarantee a clear view under almost any atmospheric condition.
- item_Desc_fio_gloves_01_01_01=Keep your hands warm and dry with Fiore's Ventra gloves. Microstitching creates a snug, tailored fit to keep you looking stylish and warm.
- item_Desc_fio_jacket_01_01_01=Fiore's is a modern update of traditional Earth design. Slim tailoring, a high collar, and striking asymmetrical design make this overcoat a must-have item for any wardrobe.\n\nWomen's sizes currently out of stock.
- item_Desc_fio_pants_01_01_01=These slim cut pants from Fiore give you a tailored feel at a fraction of the cost. Built from space-age weaves, the Lillo are a low maintenance, high impact addition to your office wardobe.
- item_Desc_fio_shirt_01_01_01=This crisp, versatile button-front shirt from Fiore is made with cutting edge stain resistant and wrinkle-free technology, guaranteeing that you stay professional at all times.
- item_Desc_fio_shirt_02_01_01=Fiore's Deo is a slim cut work shirt that's as practical as it is timeless. Featuring a high collar and metal neck clasp, the Deo has been a mainstay in business attire.\n\nWomen's sizes currently out of stock.
- item_Desc_fio_shoes_01_01_01=Professional yet casual, the Prim utilizes cutting-edge synthetic construction to provide maximum comfort and a shine that won't fade.
- item_Desc_Glowing_Vine=Similar to how the plant’s fictional namesake drowned in the ancient Earth play Hamlet, the bioluminescent Ophelia vine is submerged regularly by the tide that rises over the brackish sands it grows upon. The plants bright radiance is owing to the high quantity of luciferin it naturally absorbs from the heavy bacteria content found in its homemoon’s oceans.
- item_Desc_GSB_Boots_01_01_01=Grindstone's Wanderer line is an all-purpose boot designed to take any punishment you throw at it.\n\nWomen's sizes currently out of stock.
- item_Desc_GSB_boots_01_01_imperator=Grindstone's Wanderer line is an all-purpose boot designed to take any punishment you throw at it. The rare Pathfinder edition is purple with silver highlights, discreetly bringing style to the jobsite.\n\nWomen's sizes currently out of stock.
- item_Desc_gsb_boots_02_01_01=These all-purpose, all-terrain workboots from Grindstone feature full ankle support, molden heel counter and a waterproof, abrasion resistant material.\n\nWomen's sizes currently out of stock.
- item_Desc_gsb_boots_03_01_01=Grindstone's done it again. The Toughlife is an all-purpose workboot designed to provide comfort, durability and quality. Featuring a reinforced composite toe and lasercut sole to maximize traction on all surfaces, Toughlife is sure to be your dependable boot, day in and day out.
- item_Desc_gsb_boots_04_01_01=Who says work boots can't be comfortable? Grindstone's Landlite boots are built with a breathable synth-leather material to keep your feet dry, a contoured, memory footbed, and a slip-resistant outsole, making it perfect for whatever worksite you throw at it.\n\nWomen's sizes currently out of stock.
- item_Desc_GSB_boots_04_01_centurion=Who says work boots can't be comfortable? Grindstone's Landlite boots are built with a breathable synth-leather material to keep your feet dry, a contoured, memory footbed, and a slip-resistant outsole. The exclusive Voyager edition comes in black with red soles to provide a pop of color. \n\nWomen's sizes currently out of stock.
- item_Desc_GSB_Shoes_01_01_01=This steel-toe workboot from Grindstone features SureFire grip technology, giving you firm traction even on slip, oil and abrasion surfaces.\n\nWomen's sizes currently out of stock.
- item_Desc_gys_hathor_hat_01_01_01=This Hathor Group hat resurrects the original design worn by workers in Nexus when the company controlled the system. It has been intentionally distressed to reflect the harsh conditions in the system, and released as a special Theatres of War tie-in to promote their Nexus sim map.
- item_Desc_gys_helmet_01_01_01=The Ready-Up is a dependable, affordable softshell helmet alternative. Built from space-age plastic, the Ready-Up provides a vacuum-ready seal to keep you breathing for longer.\n\nWomen's sizes currently out of stock.
- item_Desc_GYS_helmet_01_01_imperator=The Ready-Up is a dependable, affordable softshell helmet alternative that provides a vacuum-ready seal to keep you breathing for longer. The Pathfinder edition uses special space-age plastic with a purple tint to produce a truly unique look. \n\nWomen's sizes currently out of stock.
- item_desc_hackingchip_001=This powerful cryptokey is considered to be one of the highest caliber hacking tools available. Long rumored to have been originally designed for Advocacy use, these difficult to acquire devices have only recently been making its way into the hands of criminals. Most who have used them say they are worth the effort to acquire. With the cryptokey's official Advocacy designation unknown, the name FUNT is a shortening of the device's common descriptor - 'fast and untraceable.'
- item_desc_hackingchip_002=A modified version of the Tigersclaw cryptokey, the Ripper earned its name for being able to "rip systems apart.' Incredibly fast, what it gains in speed, it also gains in instability as the extra draws on the processor results in greater error frequency.
- item_desc_hackingchip_003=A standard tool in many IT and CompSec kits, Blue Triangle's Tigersclaw is considered a go-to cryptokey for good reason. With decent speed and reliability, in the hands of a trained operator it can be used to gain admin-level repair privileges to most systems.
- item_desc_hackingchip_004=Released by Lortell Computing as a way to gain access to a system with a lost or forgotten password, the slow but reliable Re-Authorizer cryptokey is considered an affordable option for people who want to attempt to repair their system themselves.
- item_desc_hackingchip_005=Instructions for how to build this simple cryptokey were first published publicly in 2887 by political activist Aris Walesko who had hoped that it would lead to greater governmental transparency. Though not up to the standards of most modern security protocols, this slow and unreliable device it is still in use today owing to its ease of construction and wide availability from numerous small manufacturers.
- item_Desc_Hat_Monocle=As part of their Dafne collection, commissioned in honor of the Port Retanus Metropolitan Opera House Quincentennial, Derion is proud to present their Jacopo line of accessories. Perfect for an elegant night on the town, this diamond-laminate monocle with tungsten chain and gossamer-lined top hat feature the latest upgradable optiVis interface for unmatched comfort.
- item_Desc_HDH_Hat_01_01_01=Habidash's simple and stylish head covering provides warmth, along with protection from the elements and prying eyes. The Rabum is made from a synthetic extra-long cotton to be light, absorbent, and easily laundered. \n\nWomen's sizes currently out of stock.
- item_Desc_HTNK_Default=[PH]
- item_Desc_HWK_Shoes_01_01_Shared=Hawksworth's timeless Couloir low ankle, slip-on shoes are perfect for both casual and formal occasions. A forward facing seam and tapered toe give the shoe a subtle but uniquely elegant shape.\n\nWomen's sizes currently out of stock.
- item_Desc_HWK_Shoes_02_01_01=Hawksworth's De Leon take the classic cap toed Oxford design but incorporate a laceless slip-on design to create an exciting new addition to the world of formal footwear.\n\nWomen's sizes currently out of stock.
- item_Desc_INTK_Default=[PH]
- item_Desc_ksar_light_armor_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nWho'd have thought a suit of armor could be affordable and effective? Kastak Arms' Microid Battle Suit is a perfect entry-level armor set. Ceramic plates protect vital areas while a microweave covers the rest, allowing you to stay light, mobile and protected.
- item_Desc_ksar_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 20K SP\n\nWho'd have thought a suit of armor could be affordable and effective? Kastak Arms' Microid Battle Suit is a perfect entry-level armor set. Ceramic plates protect vital areas while a microweave covers the rest, allowing you to stay light, mobile and protected.
- item_Desc_ksar_undersuit_01=Item Type: Flightsuit\nDamage Reduction: 10%\n\nThis baseline undersuit from Kastak Arms offers complete protection seal from the elements and compatibility with multiple armor types.
- item_Desc_M116A_S1_Q1=[PH] HYPR M1-16A Thruster
- item_Desc_M116B_S1_Q1=[PH] HYPR M1-16B Thruster
- item_Desc_Moss_Head=Though simple looking, Conner’s Beard moss holds the notable distinction of being considered the first plant subspecies to have naturally evolved on a spacestation. Tied intrinsically with its unique place of birth, the bryophyte can only survive in the specific conditions that the aging station’s life support systems created. The sculpture featured in the Ecosphere is a replica of the gift shop souvenir the moss was originally discovered on by a waylaid botanist.
- item_Desc_MYM_shirt_01_01_01=Live in comfort with MuyMuy's Davlos line of cotton-synthetic shirts. The durable, yet soft, fabric contains a patented SweatGuard technology that not only whisks away perspiration but helps prevent stains.
- item_Desc_MYM_Shirt_02_01_01=MuyMuy's Atavi line of casual shirts are comfortable enough to wear at home, but stylish enough for a night out. They are made with EasyCare technology to maintain the colors during repeated washes.\n\nWomen's sizes currently out of stock.
- item_Desc_MYM_shirt_02_01_imperator=A casual and comfortable grey long sleeve shirt that looks good whether you're out and about or just lounging at home. MuyMuy's exclusive Pathfinder edition of the Atavi steps up the style by including striking silver sleeves.\n\nWomen's sizes currently out of stock.
- item_Desc_mym_shirt_03_01_01=MuyMuy's loose hooded shirt is an ultra-modern take on a classic look. The Livia features a soft knit blend, designed for comfort and elegance.\n\nWomen's sizes currently out of stock.
- item_Desc_NRS_Shoes_01_01_01=Fun and funky. That was the directive NorthStar designers were given when tasked with creating a new sneaker. The result? NorthStar's RipTop line of all-purpose footwear. Mission accomplished.\n\nWomen's sizes currently out of stock.
- item_Desc_NRS_Shoes_02_01_01=Take your next step in these versatile high-tops from NorthStar. The Hi&Tight's cut an intriguing profile by blending nylon and microweave fabric with a vulcanized rubber soul, padded collar, and cross foot fastening strap. \n\nWomen's sizes currently out of stock.
- item_Desc_nrs_shoes_03_01_01=Stylish yet rugged, NorthStar's Li-Tok boots are made from a composite nylon fabric, vulcanized rubber grips that hold fast to a variety of surfaces, and reinforced ankle support making these perfect for hanging out or on the job.\n\nWomen's sizes currently out of stock.
- item_Desc_nrs_shoes_05_01_01=Who says NorthStar can't keep it pro? The Ardent boot features a molded rubber sole and all-weather construction to withstand a constant battery from the elements.\n\nWomen's sizes currently out of stock.
- item_Desc_nvy_deckcrew_glasses_01=Durable protective goggles are rated for maintenance and utility work. The elastic headstrap provides a comfortable fit while the wide polycarbonate lens provides not only physical protection, but polarizes to protect against extreme lighting conditions.\n\nWomen's sizes currently out of stock.
- item_Desc_nvy_pilot_flightsuit=Item Type: Flightsuit\nDamage Reduction: 10%\n\nThe Navy has spent centuries refining the flight suits that their combat pilots wear. The OMNI-CFS Diamond is the culmination of this long and battle-tested military. The Omni features reinforced construction to withstand a variety of hostile environments and integrates flawlessly with appropriately classic armor systems.
- item_Desc_nvy_pilot_flightsuit_armor=The AVS-E is a unique armor set designed to integrate seamlessly with the OMNI-CFS series of flightsuits. The AVS features component armor plating, strategically placed to protect vital areas, but also integrates numerous pouches to keep you equipped in the field.
- item_Desc_nvy_pilot_flightsuit_helmet_01_Shared=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nThe APOS helmet's carbon fibre shell offers superb impact and penetration protection, an uninterrupted field of view and excellent stability making it ideal for all kinds of operations in the field.
- item_Desc_nvy_shoes_01_01_Shared=Stay on your feet all day with Northstar's Wayfarer. These slip resistant shoes utilize comfortable memory foam and shock absorbent technology to make these casual sneakers perfect for the office or home.\n\nWomen's sizes currently out of stock.
- item_Desc_nvy_training_shorts_01=Standard issue ActiveWear training shorts are constructed from four-way stretch fabric technology to allow for increased airflow and a larger range of motion while keeping you cool and dry during the most intensive training sessions.\n\nWomen's sizes currently out of stock.
- item_Desc_nvy_training_shorts_01_01_02=Standard issue ActiveWear training shorts are constructed from four-way stretch fabric technology to allow for increased airflow and a larger range of motion while keeping you cool and dry during the most intensive training sessions.\n\nWomen's sizes currently out of stock.
- item_Desc_nvy_training_sneakers_01=Standard issue sneaker for recruits and training, DF80s feature increased arch support for long runs and a polyweave material that keeps your feet dry.\n\nWomen's sizes currently out of stock.
- item_Desc_omc_light_armor_01_Shared=Item Type: Light Armor\n\nDamage Reduction: 20%\n\nWork harder for longer with GreyCat's award-winning Bastion safety harness. Featuring a reinforced composite harness and pads, the Bastion provides your workers with affordable impact protection that are capable of surviving the harshest of environments.
- item_Desc_omc_undersuit_armor=Item Type: Flightsuit\nDamage Reduction: 10%\n\nGreycat's Foundation is just that, their long-standing industrial undersuit has been tested in every kind of worksite imaginable. It's basic, functional and dependable. While that might not sound like much to a marketing team, it makes all the difference to the workers trusting their lives to it day in and day out.
- item_Desc_ops_jacket_01_01_01=OpalSky's Nyman light pullover is perfect to have on hand when lounging poolside or on those chilly nights.\n\nWomen's sizes currently out of stock.
- item_Desc_ops_jacket_03_01_01=Created in collaboration with legendary designer Avon, OpalSky is proud to unveil the Tuvois, an open vest featuring stark, bold styling that's destined to make an impression. \n\nWomen's sizes currently out of stock.
- item_Desc_ops_jacket_04_01_01=One of OpalSky's classic pullovers, the Libio features a two-tone asymmetrical pattern and polyweave blend to keep it elegant and striking every time you wear it.\n\nWomen's sizes currently out of stock.
- item_Desc_ops_jacket_06_01_01=[PH] OPS - jacket - name
- item_Desc_OPS_Pants_01_01_01=From modern work environments to casual gatherings, OpalSky's Devereaux slacks have been a consistent member of everyday wardrobe.\n\nWomen's sizes currently out of stock.
- item_Desc_ops_pants_02_01_01=Cut to a narrow fit, OpalSky's Mivaldi pants feature bold asymmetrical design with smart yet casual dual material styling, making it the perfect addition to any wardrobe.\n\nWomen's sizes currently out of stock.
- item_Desc_ops_pants_05_01_01=[PH] OPS - pants - name
- item_Desc_OPS_Shirt_01_01_01=OpalSky's Thorby features a classic asymmetrical design and high collar that evokes timeless style and elegance.\n\nWomen's sizes currently out of stock.
- item_Desc_ops_shirt_04_01_01=[PH] OPS - shirt - name
- item_Desc_ops_shoes_02_01_01=[PH] OPS - shoes - name
- item_Desc_OPS_Torso_Jacket_01_01=(PH) F_OPS_Torso_Jacket_01_01\nItem Description.\n\n Description
- item_Desc_Outlaw_Heavy_Helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nSeems like common knowledge to place the most protection on the most vital parts, right? Kastak Arms' Slugger helmet doublesdown on that approach. This heavy combat helmet features multiple layers of composite armor types providing maximum protection against everything from environments to weapon fire. Although field of view may be slightly compromised, the Slugger will keep you alive long enough to see your enemy.
- item_Desc_outlaw_legacy_heavy_armor=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
- item_Desc_outlaw_legacy_heavy_armor_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nStorage Points: 20K SP\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
- item_Desc_outlaw_legacy_heavy_armor_helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nProtect your most valuable asset with the Fortifier. Intended for extremely hostile environments, this heavy helmet makes up for its limited visibility with extra plating that protects the neck and back of the head.
- item_Desc_outlaw_legacy_heavy_armor_helmet_neoni=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nShow that you serve no master with the Neoni modification for the Fortifier helmet. Drawing inspiration from the myths of old, this menacing variant of the Kastak Arms Fortifier features a devilish paint job, fang-filled grin, and pointed horns. Providing protection and intimidation in one memorable helmet.
- item_Desc_outlaw_legacy_light_armor=Item Type: Light Armor\nDamage Reduction: 20%\n\nMaintain your mobility with the Lynx combat armor. A high tech polymer weave allows the wearer to withstand enough damage to quickly escape danger. The suit's striking look became famous after being worn by the Seeker in the widely popular "Fire and Fury" vids of the mid-2800s.
- item_Desc_outlaw_legacy_light_armor_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 10K SP\n\nMaintain your mobility with the Lynx combat armor. A high tech polymer weave allows the wearer to withstand enough damage to quickly escape danger. The suit's striking look became famous after being worn by the Seeker in the widely popular "Fire and Fury" vids of the mid-2800s.
- item_Desc_outlaw_legacy_light_armor_helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nKastak Arms' Oracle provides an enclosed reinforced plating helmet with integrated diamond laminate over the eyes. It allows for maximum situational awareness while keeping the wearer safe in space and on the battlefield.
- item_Desc_outlaw_legacy_medium_armor=Item Type: Medium Armor\nDamage Reduction: 30%\n\nStrength and speed combine with the new Inquisitor armor set. Strong yet lightweight alloy plating works alongside reinforced polyfiber weaving to save your skin, but not slow you down. When combined with Kastak Arms' intimidating aesthetic, it's easy to see why this medium armor has become infamous across the Empire.
- item_Desc_outlaw_legacy_medium_armor_core=Item Type: Medium Armor\nDamage Reduction: 30%\nStorage Points: 10K SP\n\nStrength and speed combine with the new Inquisitor armor set. Strong yet lightweight alloy plating works alongside reinforced polyfiber weaving to save your skin, but not slow you down. When combined with Kastak Arms' intimidating aesthetic, it's easy to see why this medium armor has become infamous across the Empire.
- item_Desc_outlaw_legacy_medium_armor_helmet=Item Type: Medium Armor\nDamage Reduction: 30%\n\nShow no weakness while wearing the Morningstar. This fully-enclosed combat helmet is tailored to endure a variety of combat situations and provides protection against an array of threats from ballistic to concussive to energy.
- item_Desc_Outlaw_Light_Helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nKastak Arm's Sparrer helmet features a single-sheet laminate covering with reinforced understructure to protect against impact and penetration, but is mostly known for its projected HUD elements, which, while providing valuable tactical data, also provides an intimidating sight for would-be enemies.
- item_Desc_Outlaw_Medium_Helmet=Item Type: Medium Armor\nDamage Reduction: 30%\n\nTrue to its name, the Brawler is built to back you up in a fight. The helmet is an enclosed, full-cover shell made from molded titanium alloy designed to strike an imposing presence while offering maximum protection from incoming fire.
- item_Desc_POWR_ACOM_S01_LumaCore=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: A\nClass: Competition\n\nAmong small power plants, ACOM’s LumaCore consistently ranks among the best for its power rate, cool rate, and high overheat temperature. That’s why if you value your ship’s performance over anything else, this competition-grade component is perfect for you.
- item_Desc_POWR_ACOM_S01_StarHeart=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: B\nClass: Competition\n\nFour generations of racing knowledge and know-how are behind ACOM’s StarHeart power plant. Known for its rapid power distribution, the StarHeart has become a favorite among speedsters.
- item_Desc_POWR_ACOM_S01_SunFlare=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: C\nClass: Competition\n\nHarness the power of a star with this high performance power plant from ACOM. Ideal for racers and those who seek speed.
- item_Desc_POWR_ACOM_S02_SolarFlare=Item Type: Power Plant\nManufacturer: ACOM\nSize: 2\nGrade: C\nClass: Competition\n\nThe ACOM team took their years of experience in the racing world and applied it to their component designs. That focus has helped make the SolarFlare a popular power plant among pilots that want to prioritize performance.
- item_Desc_POWR_AEGS_S01_Charger=Item Type: Power Plant\nManufacturer: Aegis\nSize: 1\nGrade: D\nClass: Military\n\nThe Aegis Charger has powered military fighters for generations. Tried and tested in the most demanding of situations, the Charger can handle sudden or sustained power draws with ease.
- item_Desc_POWR_AEGS_S01_FierellCascade=Item Type: Power Plant\nManufacturer: Aegis\nSize: 1\nGrade: B\nClass: Military\n\nRely on Aegis’ expertise to power your ship. The Fierell Cascade is a military-grade power plant that prioritizes performance over everything else.
- item_Desc_POWR_AEGS_S01_QuadraCell=Item Type: Power Plant\nManufacturer: Aegis\nSize: 1\nGrade: A\nClass: Military\n\nFew military-grade power plants get better than the Aegis QuadraCell. It wasn’t just built to survive the heat of battle, it was built to thrive in it.
- item_Desc_POWR_AEGS_S01_Regulus=Item Type: Power Plant\nManufacturer: Aegis\nSize: 1\nGrade: C\nClass: Military\n\nThe Regulus is the power plant you can count on when everyone is counting on you. Made to exceed exacting military standards, Aegis’ design team has made sure that you have the extra power you need, when you need it most.
- item_Desc_POWR_AEGS_S02_Bolide=Item Type: Power Plant\nManufacturer: Aegis\nSize: 2\nGrade: B\nClass: Military\n\nThe Bolide power plant from Aegis has logged innumerable hours of flight experience and is frequently used by the UEE Navy and security forces across the Empire.
- item_Desc_POWR_AEGS_S02_Vortex=Item Type: Power Plant\nManufacturer: Aegis\nSize: 2\nGrade: D\nClass: Military\n\nTurn the tide of battle with the Aegis Vortex. Counted on by the UEE Navy, this power plant can be found on ships defending every corner of the universe.
- item_Desc_POWR_AEGS_S03_Centurion=Item Type: Power Plant\nManufacturer: Aegis\nSize: 3\nGrade: C\nClass: Military\n\nThe Centurion stands ready to power your ship. This large power plant from Aegis Dynamics has been in service for centuries and has consistently proven to supply solid performance and durability.
- item_Desc_POWR_AEGS_S03_Fulgur=Item Type: Power Plant\nManufacturer: Aegis\nSize: 3\nGrade: B\nClass: Military\n\nTried and tested by the UEE Navy on the Vanduul front, the Fulgur large power plant from Aegis Dynamics is now available for all to put to use protecting what’s important.
- item_Desc_POWR_AMRS_S01_DynaFlux=Item Type: Power Plant\nManufacturer: A&R\nSize: 1\nGrade: B\nClass: Military\n\nThe DynaFlux was one of the first components A&R Co. built when they expanded their product line to more than energy weapons. Their years of experience manufacturing military-grade equipment went a long way to making the DynaFlux power plant a standout right from the beginning.
- item_Desc_POWR_AMRS_S01_HyperGen=Item Type: Power Plant\nManufacturer: A&R\nSize: 1\nGrade: D\nClass: Military\n\nThe HyperGen power plant is popular among both civilians and the military for its high quality. As a bonus, the manufacture, Amon & Reese, is famous for its stellar customer service.
- item_Desc_POWR_AMRS_S01_OverDrive=Item Type: Power Plant\nManufacturer: A&R\nSize: 1\nGrade: C\nClass: Military\n\nAmon & Reese knows from years of experience just how hard the military can push their ships. Their OverDrive power plant was designed from the ground up to not only handle those tough conditions with less overheating, but to provide the same dependability and power to civilians as well.
- item_Desc_POWR_AMRS_S02_ExoGen=Item Type: Power Plant\nManufacturer: A&R\nSize: 2\nGrade: D\nClass: Military\n\nSimple and direct, the ExoGen generates power in traditional A&R style: no fuss, just solid craftsmanship.
- item_Desc_POWR_AMRS_S02_TurboDrive=Item Type: Power Plant\nManufacturer: A&R\nSize: 2\nGrade: C\nClass: Military\n\nThe TurboDrive is a common military-grade power plant from A&R that slightly favors performance over durability and stealth.
- item_Desc_POWR_AMRS_S03_MegaFlux=Item Type: Power Plant\nManufacturer: A&R\nSize: 3\nGrade: B\nClass: Military\n\nRepeated requests from military veterans to make the MegaFlux commercially available convinced A&R Co. to release this large power plant to the public.
- item_Desc_POWR_AMRS_S03_SmartGen=Item Type: Power Plant\nManufacturer: A&R\nSize: 3\nGrade: D\nClass: Military\n\nThe no-frills SmartGen is A&R’s entry-level large power plant that delivers solid performance for the price.
- item_Desc_POWR_Default=[PH]
- item_Desc_POWR_JUST_S00_Defiant=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: B\nClass: Industrial\n\nIn this cutthroat universe, the competition doesn’t stop when you do. That’s why you need the Defiant industrial power plant equipped in your vehicle. It’s optimized by the experts at Juno Starwerk to provide unmatched performance compared to other components in its class.
- item_Desc_POWR_JUST_S00_SteadFast=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: C\nClass: Industrial\n\nWhen the road ahead is long, Juno Starwerk’s SteadFast power plant is there to see you and your vehicle through to the end by providing on-demand power and durability.
- item_Desc_POWR_JUST_S01_Breton=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: A\nClass: Industrial\n\nThe Breton embodies exactly what Juno Starwerk engineers wanted out of an industrial power plant — utilitarian, easy to repair and extremely powerful. You’ll be hard pressed to find a better balance of performance and durability from a unit this size.
- item_Desc_POWR_JUST_S01_Endurance=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerk’s Endurance has been in service since the 26th century. This industrial strength, utilitarian power plant is a favorite of mechanics since spare parts are easily acquired.
- item_Desc_POWR_JUST_S01_Fortitude=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: C\nClass: Industrial\n\nBeloved by haulers for centuries, the Fortitude lives up to its name by reliably producing power when needed most.
- item_Desc_POWR_JUST_S02_Diligence=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: C\nClass: Industrial\n\nThough the Diligence delivers high performance compared to other components in its class, this power plant’s dependability and ease of maintenance is what makes it a favorite of haulers.
- item_Desc_POWR_JUST_S02_Sedulity=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: B\nClass: Industrial\n\nWhen you need a power plant that’s as reliable as you are, then snag yourself a Sedulity. This component has been a staple of the Juno Starwerk line for years, making it truly worthy of the name.
- item_Desc_POWR_JUST_S03_Durango=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 3\nGrade: A\nClass: Industrial\n\nThe Durango is the peak of large power plants produced by Juno Starwerk. This top-of-the-line industrial component provides unmatched energy dispersion that minimizes fluctuations and surges during heavy demand.
- item_Desc_POWR_JUST_S03_Reliance=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nHaulers have been a fan of the Reliance power plant for years. The component’s clean design and Juno Starwerk’s lauded customer support have made this power plant a fixture on ships around the Empire.
- item_Desc_POWR_LPLT_S00_IonWave=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: B\nClass: Civilian\n\nThe IonWave vehicle power plant can help you confidently summit the heights of most peaks without overheating thanks to the incredible technology inside designed by the folks at Lightning Power Ltd.
- item_Desc_POWR_LPLT_S00_Radix=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: C\nClass: Civilian\n\nWith more than enough get up and go to handle your vehicle’s daily energy needs, the Radix from Lightning Power Ltd. is a power plant you can count on to get you where you’re going.
- item_Desc_POWR_LPLT_S01_IonBurst=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: B\nClass: Civilian\n\nThe IonBurst is touted by Lightning Power as being a best-in-class power plant, providing unequaled performance for the price.
- item_Desc_POWR_LPLT_S02_FullForce=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: C\nClass: Civilian\n\nThis power plant from Lightning Power Ltd. delivers balanced performance, durability and emissions, providing consumers with a “FullForce” of options as to how to use it.
- item_Desc_POWR_LPLT_S02_SparkJet=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: D\nClass: Civilian\n\nThe SparkJet is a basic power plant from Lighting Power Ltd. that strives to balance heat and EM emissions with overall performance and durability.
- item_Desc_POWR_LPLT_S03_IonSurgePro=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 3\nGrade: B\nClass: Civilian\n\nPower plants from Lightning Power Ltd. don’t get much bigger or better than the IonSurge Pro. This top-of-the-line large power plant focuses on delivering solid results to keep your ship working longer.
- item_Desc_POWR_SASU_S01_LightBlossom=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: C\nClass: Civilian\n\nFeaturing stylish design and strong performance, the LightBlossom is a worthy addition to Sakura Sun’s line-up, continuing the reputation the conglomerate has for making everything and making it well.
- item_Desc_POWR_SASU_S01_MagnaBloom=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: B\nClass: Civilian\n\nThe MagnaBloom power plant achieves above average performance and durability with minimal excess emissions, making it another exquisitely designed component from Sakura Sun.
- item_Desc_POWR_SASU_S02_Radiance=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 2\nGrade: B\nClass: Civilian\n\nConsidering its extensive and extremely diverse line of products, it’s incredible that Sakura Sun can maintain such quality and consistency. The Radiance power plant is a perfect example. A staple of their product line for years, the Radiance has won multiple consumer awards for its reliability and overall performance.
- item_Desc_POWR_SASU_S03_Celestial=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 3\nGrade: B\nClass: Civilian\n\nThe Celestial from Sakura Sun improves upon the company’s base large power plant by redesigning the power rate and other key aspects to raise the component’s overall performance.
- item_Desc_POWR_SASU_S03_NewDawn=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 3\nGrade: C\nClass: Civilian\n\nThe NewDawn was appropriately named, as it was the first large power plant built by Sakura Sun. Following its commercial success, the company decided to expand and improve upon their line of large power plants.
- item_Desc_POWR_TYDT_S01_Slipstream=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: A\nClass: Stealth\n\nTyler Design & Tech uses an expensive alloy on its Slipstream power plant to reduce its overall emissions. This design choice is key to making this small power plant’s detectable signature one of the lowest on the market.
- item_Desc_POWR_TYDT_S01_SonicLite=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: C\nClass: Stealth\n\nConstructed from the ground up to minimize your heat signature, Tyler Design’s SonicLite power plant has gained a following among pilots who appreciate a subtler approach.
- item_Desc_POWR_TYDT_S02_Cirrus=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 2\nGrade: C\nClass: Stealth\n\nThe Cirrus is for pilots that prioritize stealth above all else. This medium power plant from Tyler Design & Tech intelligently manages its energy distribution flow and performance output to achieve that end.
- item_Desc_POWR_VNCL_S01_HellsHeart=Item Type: Power Plant\nManufacturer: Vanduul\nSize: 1\nGrade: N/A\nClass: Military\n\nThe military designation for this Vanduul power plant is thought to have originated as a reference made by a well-educated pilot that the Vanduul fighters seem to be “stabbing at us from hell's heart.”
- item_Desc_QDRV_ARCC_S01_Burst=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 1\nGrade: B\nClass: Civilian\n\nWith the Burst quantum drive, ArcCorp has taken their popular Rush model and through streamlined re-engineering, managed to improve upon it.
- item_Desc_QDRV_ARCC_S02_Flash=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 2\nGrade: B\nClass: Civilian\n\nWith improved spooling and calibration, the new ArcCorp Flash drive can get you in and out of quantum easier and faster.
- item_Desc_QDRV_ARCC_S02_Torrent=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 2\nGrade: C\nClass: Civilian\n\nWhatever destination you choose, the ArcCorp Torrent quantum drive is a solid choice to help get you there direct and hassle-free.
- item_Desc_QDRV_Default=[PH]
- item_Desc_QDRV_JUST_S01_Colossus=Item Type: Quantum Drive\nManufacturer: Juno Starwerks\nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerks makes quantum drives that can go the distance and the Colossus is no exception. Though, once you experience its dependable performance for yourself, you might just want to call it exceptional.
- item_Desc_QDRV_JUST_S02_Yaluk=Item Type: Quantum Drive\nManufacturer: Juno Starwerks\nSize: 2\nGrade: D\nClass: Industrial\n\nThe bigger the haul, the harder your quantum drive has to work. With Juno Starwerk’s Yaluk onboard, you’ll know that you have a quantum drive that is up to the challenge of getting the job done.
- item_Desc_QDRV_RACO_S01_Zephyr=Item Type: Quantum Drive\nManufacturer: RAMP Corporation\nSize: 1\nGrade: B\nClass: Stealth\n\nBy minimizing emissions through an advanced reduced outflow filtration process, the RAMP Zephyr quantum drive helps ensure privacy while traveling wherever you go.
- item_Desc_QDRV_RSI_S01_Atlas=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 1\nGrade: A\nClass: Civilian\n\nThough it may seem commonplace today, Humanity’s ability to travel across solar systems at quantum speeds was built upon a foundation of Roberts Space Industries’ technology and craftsmanship. Now, space travel has reached even higher heights thanks to the top-of-class performance of RSI’s Atlas pushing quantum drive technology farther than it’s ever gone.
- item_Desc_QDRV_RSI_S02_Hemera=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 2\nGrade: A\nClass: Civilian\n\nDesigning the Hemera quantum drive has allowed the technicians at Robert Space Industries to push the boundaries of quantum travel technology even further, and allow you to go even farther.
- item_Desc_QDRV_TARS_S01_Voyage=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 1\nGrade: B\nClass: Civilian\n\nCrafted by passionate people who have been leading the way in space exploration and travel for over six centuries, the Voyage by Tarsus is a quantum drive worthy of your next expedition.
- item_Desc_QDRV_TARS_S02_Sojourn=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 2\nGrade: B\nClass: Civilian\n\nWhen you explore a star system, it should be about the experiences, the sights, the memories. The Tarsus Sojourn quantum drive takes all the worry out of quantum travel so that you can focus on what’s important, the journey.
- item_Desc_QDRV_WETK_S01_VK00=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 1\nGrade: A\nClass: Military\n\nWhen the stakes are high, Wei-Tek’s advanced VK-00 quantum drive is the only choice you should trust to get you where you need to be.
- item_Desc_QDRV_WETK_S02_Yeager=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 2\nGrade: B\nClass: Military\n\nWhether you’re rushing to the rescue or simply patrolling through a sector, the Yeager quantum drive from Wei-Tek allows for greater performance when you need it most.
- item_Desc_QRDV_ACAS_S01_Foxfire=[PLACEHOLDER]\nItem Type: Quantum Drive\nManufacturer: Ace Astrogation\nSize: 1\nGrade: B\nClass: Competition\n\nWitty Description here<desc space=""></desc>
- item_Desc_QRDV_ACAS_S01_LightFire=[PLACEHOLDER]\nItem Type: Quantum Drive\nManufacturer: Ace Astrogation\nSize: 1\nGrade: A\nClass: Competition\n\nWitty Description here
- item_Desc_qrt_mantis_undersuit_01_01_01=Item Type: Flight Suit\nDamage Reduction: 10%\n\nThe Sabine embodies the advanced look and performance you expect from Quirinus Tech. This cutting edge undersuit integrates strong, yet flexible microweaves with strategically placed plating to provide protection while remaining lightweight. Featuring a sleek design, the Sabine undersuit will ensure you stay safe and stylish no matter the path ahead.
- item_Desc_qrt_mantis_undersuit_helmet_01_01_01=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nGet a clear view of everything around you with the Calva helmet from Quirinus Tech. The large face shield made from proprietary synthetic sapphire provides scratch resistance while remaining just as thin and light as typical materials.
- item_Desc_QTNK_Default=[PH]
- item_Desc_R6P_Boots_01_01_Shared=These rugged and durable boots from R6 Pro are perfect to wear on your ship or while planetside. Padded insole cushions ensure they'll also be comfortable in any situation. \n\nWomen's sizes currently out of stock.
- item_Desc_r6p_boots_02_01_01=Quite simply, R6 Pro's Ponos boots were built for backbreaking work. Constructed out of Thermosulate technology, these waterproof and insulated workboots are rated for sub-arctic environments while the Composite outsole ignores hazards to maintain traction when you need it most.\n\nWomen's sizes currently out of stock.
- item_Desc_R6P_Shoes_01_01_01=The WK-8 impact boots from R6 Pro continue the company's proud tradition of affordable, durable utility footwear. Designed to thrive in all kinds of environments, the WK-8's are the result of extensive field testing with the Empire's most trusted security operatives.\n\nWomen's sizes currently out of stock.
- item_Desc_r6p_shoes_02_01_01=Perfect for hiking or fieldwork, the Tona from R6 Pro is a low-top sneaker built out of breathable Cheofreme materials which not only provide extra protection against impacts, but keep your feet dry.\n\nWomen's sizes currently out of stock.
- item_Desc_RADR_BLTR_S01_Hunter=Item Type: Radar\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: B\nClass: Stealth\n\nWhen a low signature is of the utmost importance, the Hunter stealth radar will keep you aware of what’s around without getting you found.
- item_Desc_RADR_BLTR_S01_Pelerous=Item Type: Radar\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: C\nClass: Stealth\n\nAggressors can’t attack what they can’t see, so keep your signature low with the Pelorous stealth radar from Blue Triangle Inc.
- item_Desc_RADR_BLTR_S01_Prophet=Item Type: Radar\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: A\nClass: Stealth\n\nThe art of seeing without being seen has never been better exemplified than by the Prophet radar system. Blue Triangle Inc. has managed to maximize sensitivity while minimizing pulse emissions to create a radar ideal for remaining off other people’s.
- item_Desc_RADR_CHCO_S01_BroadspecLite=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 1\nGrade: B\nClass: Industrial\n\nWhether it’s tracking the members of your convoy or keeping an eye out for trouble, Chimera Communications understands how important your radar can be. That’s why they developed the Broadspec-Lite to have the range and sensitivity that’s so crucial to today’s operators.
- item_Desc_RADR_CHCO_S01_ObserverLite=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 1\nGrade: D\nClass: Industrial\n\nThe Observer-Lite is a no-frills radar ready for those long hauls. Trust the brand that focuses on how good a radar works and not just how it looks.
- item_Desc_RADR_CHCO_S01_SurveyorLite=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 1\nGrade: C\nClass: Industrial\n\nThere’s a lot for you to worry about on those long hauls. Don’t let your radar’s performance be one of them. You can count on the Surveyor-Lite from Chimera Communications to provide the durability and performance that you need.
- item_Desc_RADR_CHCO_S02_BroadSpec=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 2\nGrade: B\nClass: Industrial\n\nThe Chimera Communications BroadSpec radar has an important job to do and does it well, detecting a wide range of emissions and signatures with a dependability you can count on.
- item_Desc_RADR_CHCO_S02_FullSpec=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 2\nGrade: A\nClass: Industrial\n\nThe FullSpec radar is considered by many to be one of the most dependable radar systems you can equip your rig with on the market today. Chimera Communications has worked hard to reduce false positives while improving consistency over range and the results speak for themselves.
- item_Desc_RADR_CHCO_S02_Surveyor=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 2\nGrade: C\nClass: Industrial\n\nThe Surveyor radar from Chimera Communications does away with all the unnecessary extras other manufacturers hide behind to focus on what matters: signature and emission detection that works the way you need it to.
- item_Desc_RADR_Default=[PH]
- item_Desc_RADR_GRNP_S00_Prevenir=Item Type: Radar\nManufacturer: GNP\nSize: 0\nGrade: C\nClass: Military\n\nThe Prevenir has been refined by extensive military field testing, making it the go-to vehicle radar for many across the UEE.
- item_Desc_RADR_GRNP_S00_Sens=Item Type: Radar\nManufacturer: GNP\nSize: 0\nGrade: B\nClass: Military\n\nThe cutting-edge GNP Sens design elevates radar technology to meet or exceed the specifications used by most military organizations operating today.
- item_Desc_RADR_GRNP_S01_Ecouter=Item Type: Radar\nManufacturer: GNP\nSize: 1\nGrade: C\nClass: Military\n\nSpace is vast and unknowable, that’s why discerning pilots rely on the Ecouter small radar from GNP to keep them in the know about what’s around them.
- item_Desc_RADR_GRNP_S01_Tige=Item Type: Radar\nManufacturer: GNP\nSize: 1\nGrade: B\nClass: Military\n\nSituational awareness is key when engaging with hostiles. The GNP developed the Tige radar with improved accuracy to helps ensure that any viable contacts are detected.
- item_Desc_RADR_GRNP_S01_Voir=Item Type: Radar\nManufacturer: GNP\nSize: 1\nGrade: D\nClass: Military\n\nThe Voir is not just for the military anymore. Now you too can attach this small radar to your ship to stay safe.
- item_Desc_RADR_GRNP_S02_Epier=Item Type: Radar\nManufacturer: GNP\nSize: 2\nGrade: C\nClass: Military\n\nGNP’s finely tuned Epier medium radar delivers military grade stats for advanced signature detection wherever your mission takes you.
- item_Desc_RADR_GRNP_S02_V80112=Item Type: Radar\nManufacturer: GNP\nSize: 2\nGrade: A\nClass: Military\n\nDuring field operations, the GNP V801-12 radar system allows for increased strategic planning owing to its capability for detecting a wide variety of emission signatures, revealing hazards and hostiles alike.
- item_Desc_RADR_GRNP_S02_Vigilance=Item Type: Radar\nManufacturer: GNP\nSize: 2\nGrade: B\nClass: Military\n\nVigilance means keeping a careful watch for any possible dangerous threats and the GNP radar that bears this name allows you to do just that with its proprietary emission accrual.
- item_Desc_RADR_NAVE_S01_SNSR6=Item Type: Radar\nManufacturer: Nav-E7\nSize: 1\nGrade: C\nClass: Competition\n\nIncreased power and performance makes the SNS-R6 stand out from other radars in its class. Get yours today to see why pilots the Empire over love components from Nav-E7 Gadgets.
- item_Desc_RADR_WLOP_S00_Denning=Item Type: Radar\nManufacturer: WillsOp\nSize: 0\nGrade: C\nClass: Civilian\n\nWith the Denning, you can now equip an award winning WillsOp radar to your vehicle.
- item_Desc_RADR_WLOP_S00_Vogel=Item Type: Radar\nManufacturer: WillsOp\nSize: 0\nGrade: B\nClass: Civilian\n\nAs you ride to destinations new and afar, uncover the unknown with the Vogel radar from WillsOp that features innovative signature filtration and detection algorithms.
- item_Desc_RADR_WLOP_S01_Backlund=Item Type: Radar\nManufacturer: WillsOp\nSize: 1\nGrade: B\nClass: Civilian\n\nWherever you fly, the WillsOp Backlund radar is perfect for gathering information on what’s nearby and detecting a variety of emission signatures.
- item_Desc_RADR_WLOP_S01_Capston=Item Type: Radar\nManufacturer: WillsOp\nSize: 1\nGrade: C\nClass: Civilian\n\nExperience why WillsOp is a premiere manufacturer of ship electronics with their Capston radar. Outfit your ship with one today so you know what’s nearby.
- item_Desc_RADR_WLOP_S01_Fleming=Item Type: Radar\nManufacturer: WillsOp\nSize: 1\nGrade: D\nClass: Civilian\n\nThe Fleming is WillsOp’s base small radar. What it lacks in bells and whistles, it makes up for with consistent performance.
- item_Desc_RADR_WLOP_S02_Battani=Item Type: Radar\nManufacturer: WillsOp\nSize: 2\nGrade: B\nClass: Civilian\n\nExpand your horizons with the WilsOp Battani radar and its advanced passive detection system.
- item_Desc_RADR_WLOP_S02_Chernykh=Item Type: Radar\nManufacturer: WillsOp\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Chernykh is named after the famed 26th century engineer who designed some of the most prized radars of that era. This medium radar from WillsOp celebrates both the look and performance of those classic components.
- item_Desc_RADR_WLOP_S02_Fawad=Item Type: Radar\nManufacturer: WillsOp\nSize: 2\nGrade: D\nClass: Civilian\n\nThe Fawad entry-level radar from WillsOp is the perfect choice for someone who is looking for a no-frills signature detection system perfect for everyday use.
- item_Desc_RMB_goggles_01=Tech meets tough with the Avalos Scout goggles. Their unique and sturdy frame ensures that the lenses remain intact even after unexpected impacts or sudden atmospheric changes. Built for harsh environments but bold enough to be worn anywhere.
- item_Desc_RMB_goggles_02=Outfitted with Rambler's scratch resistant lenses, the Aponte Explorer goggles provides a clear view of the path ahead. Their wraparound design keeps dirt and debris away while on windy plains, but still look stylish enough to wear when walking through bustling city streets.
- item_Desc_rmb_jacket_01_01_01=Rambler's Kutty two-tone jacket features a racer-strap collar and an asymmetrical button design to bring a vintage look into the modern era. \n\nWomen's sizes currently out of stock.
- item_Desc_roo_tvshow_host=Republic of One dares to blur the line between power and pleasure with Nightfire, the new dress from famed designer, Callista. Featuring a form-fitting knit black microweave with bold gold trim, the high, buckled collar features striking cutouts on the chest, shoulders and arms to keep you as evocative as what you're wearing.\n\nWomen's sizes currently out of stock.
- item_Desc_rsi_deckcrew_cargo_armor_light_core_01_01_01=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 60K SP\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor has you covered. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rucksack edition comes with a back-mounted hard-shell carryall that provides extra commodity storage options.
- item_Desc_rsi_deckcrew_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 30K SP\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible.
- item_Desc_rsi_deckcrew_light_armor_01_ruso_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 30K SP\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
- item_Desc_rsi_deckcrew_light_armor_01_ruso_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
- item_Desc_rsi_deckcrew_light_armor_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible.
- item_Desc_rsi_deckcrew_light_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Horizon helmet is a durable and robust environmental enclosed work helmet. The single sheet laminate dome gives you an extremely wide field of view. A pair of side-mounted LED light modules provide additional illumination to make sure you can see what you're doing.
- item_Desc_rsi_deckcrew_light_helmet_01_ruso=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Horizon helmet is a durable and robust environmental enclosed work helmet. The single sheet laminate dome gives you an extremely wide field of view. A pair of side-mounted LED light modules provide additional illumination to make sure you can see what you're doing. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
- item_Desc_rsi_deckcrew_undersuit_01=Item Type: Flightsuit\nDamage Reduction: 10%\n\nRSI's Beacon flightsuit is a general use utility designed to provide total protection against environments and vacuum. Built out of a durable but flexible polymers, the Beacon provides a wide freedom of motion for a variety of body types.
- item_Desc_rsi_deckcrew_undersuit_01_ruso=Item Type: Flightsuit\nDamage Reduction: 10%\n\nRSI's Beacon flightsuit is a general use utility designed to provide total protection against environments and vacuum. Built out of a durable but flexible polymers, the Beacon provides a wide freedom of motion for a variety of body types. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
- item_Desc_rsi_explorer_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 10K SP\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates.
- item_Desc_rsi_explorer_01_helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover.
- item_Desc_rsi_explorer_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates.
- item_Desc_rsi_explorer_light_armor_01_01_centurion_core=Item Type: Light Armor \nDamage Reduction: 20%\nStorage Points: 10K SP\n\nRobert Space Industries’ Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. The special Voyager edition features a red and black color scheme with white highlights. The result is a stylish suit that looks as good as it performs.
- item_Desc_rsi_explorer_light_armor_01_01_centurion_Shared=Item Type: Light Armor \nDamage Reduction: 20%\n\nRobert Space Industries’ Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. The special Voyager edition features a red and black color scheme with white highlights. The result is a stylish suit that looks as good as it performs.
- item_Desc_rsi_explorer_light_armor_01_01_imperator_core=Item Type: Light Armor \nDamage Reduction: 20%\nStorage Points: 10K SP\n\nRobert Space Industries combines elegance and effectiveness with the Venture Explorer Suit. The exclusive Pathfinder edition features all the safety features necessary for the vacuum of space plus a striking purple design with tasteful gold highlights. After wearing a suit that looks and perform this well, you may never want to take it off.
- item_Desc_rsi_explorer_light_armor_01_01_imperator_Shared=Item Type: Light Armor \nDamage Reduction: 20%\n\nRobert Space Industries combines elegance and effectiveness with the Venture Explorer Suit. The exclusive Pathfinder edition features all the safety features necessary for the vacuum of space plus a striking purple design with tasteful gold highlights. After wearing a suit that looks and perform this well, you may never want to take it off.
- item_Desc_rsi_explorer_light_armor_01_concierge_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 10K SP\n\nWhether you’re discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries’ Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
- item_Desc_rsi_explorer_light_armor_01_concierge_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nWhether you’re discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries’ Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
- item_Desc_rsi_explorer_light_armor_01_helmet_ruso=Item Type: Light Armor \nDamage Reduction: 20%\n \nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
- item_Desc_rsi_explorer_light_armor_01_ruso_core=Item Type: Light Armor \nDamage Reduction: 20%\nStorage Points: 10K SP\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
- item_Desc_rsi_explorer_light_armor_01_ruso_Shared=Item Type: Light Armor \nDamage Reduction: 20%\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
- item_Desc_rsi_explorer_light_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover.
- item_Desc_rsi_explorer_light_helmet_01_01_centurion=Item Type: Light Armor \nDamage Reduction: 20%\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. The special Voyager edition of the helmet is red with black and white highlights, making it the ideal cover for this stylish suit.
- item_Desc_rsi_explorer_light_helmet_01_01_imperator=Item Type: Light Armor \nDamage Reduction: 20%\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. The special Pathfinder edition is purple with gold highlights that match the sleek base suit.
- item_Desc_rsi_explorer_light_helmet_01_concierge=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
- item_Desc_rsi_explorer_undersuit_01=Item Type: Flightsuit\nDamage Reduction: 10%\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. This exclusive executive edition features a dynamic black and gold color palette.
- item_Desc_rsi_explorer_undersuit_01_concierge=Item Type: Flightsuit\nDamage Reduction: 10%\n\nWhether you’re discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries’ Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
- item_Desc_rsi_explorer_undersuit_01_ruso=Item Type: Flight Suit \nDamage Reduction: 10%\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
- item_Desc_rsi_odyssey_caudillo_helmet_01_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Cobalt variant is being offered as a limited edition run.
- item_Desc_rsi_odyssey_caudillo_helmet_01_01_02=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Wildfire variant is being offered as a limited edition run.
- item_Desc_rsi_odyssey_caudillo_helmet_01_01_03=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Burnt Orange variant is being offered as a limited edition run.
- item_Desc_rsi_odyssey_caudillo_helmet_01_01_04=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Hazard variant is being offered as a limited edition run.
- item_Desc_rsi_odyssey_caudillo_helmet_01_01_10=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Ghost White variant is being offered as a limited edition run.
- item_Desc_rsi_odyssey_caudillo_helmet_01_01_11=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Steel variant is being offered as a limited edition run.
- item_Desc_rsi_odyssey_undersuit_01_Shared=Item Type: Flightsuit\nDamage Reduction: 10%\n\nThe latest generation of RSI's classic Odyssey undersuit features a new rugged design capable of withstanding the harshest of conditions in space or planetside. Built using the latest microweave technology, the Odyssey II undersuit provides hours of comfort in locations that are anything but comfortable.
- item_Desc_rsi_odyssey_undersuit_helmet_01_Shared=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nContinuing RSI's legacy of rugged and reliable helmets, the Odyssey II streamlines the original design into a lighter frame without sacrificing durability. This omni-purpose helmet was extensively field-tested in a variety of conditions and environments to keep you safe every time you suit up.
- item_Desc_rsi_pilot_flightsuit_01_Shared=Item Type: Flightsuit\nDamage Reduction: 10%\n\nExplore the stars in supreme comfort with RSI's Odyssey flight suit. Cutting edge materials provide lightweight protection against vacuum and light environmental hazards while also featuring anatomical stretch paneling to ensure the perfect fit.
- item_Desc_rsi_pilot_flightsuit_helmet_01=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nRSI's Odyssey helmet is so light and unobtrusive, you'll almost forget you're wearing it. The durable impact-resistant carbon fiber construction with shock-absorbing foam inserts and a single piece molded laminate visor that provides maximum field of view horizontally and vertically.
- Item_Desc_sch_monocle_01=As part of their Dafne collection, Derion is proud to present the Jacopo monocle. This diamond-laminate accessory features a tungsten chain and features the latest upgradable optiVis interface for unmatched comfort.\n\nWomen's sizes currently out of stock.
- Item_Desc_sch_tophat_01=As part of their Dafne collection, Derion is proud to present the Jacopo tophat. Perfect for an elegant night on the town, this gossamer-lined top hat was commissioned in honor of the Port Renatus Metropolitan Opera House Quincentennial.\n\nWomen's sizes currently out of stock.
- item_Desc_scu_gloves_02_01_01=Field-tested for over fifty years, you can find Davin work gloves at numerous sites and ships around the Empire. Stegman's rugged construction and comfort lining have made them a customer favorite.
- item_Desc_SCU_gloves_02_01_imperator=Toss out your old boring work gloves and replace them with the Davin Pathfinder edition. These special work gloves combine Stegman's classic, sturdy construction with a supremely comfortable lining and a striking silver color.
- item_Desc_SCU_goggles_01=Supremely comfortable yet light as a feather, the Haruspec goggles also provide excellent protection against the elements thanks to their sturdy side shields. Stegman's fitted the goggles with polycarbonate performance lenses and a special slip-resistant nose pad to ensure they stay in place.
- item_Desc_SCU_Hat_02_01_01=The IronBand is another in Stegman's award-winning line of safety wear. Built from top-grade impact resistant materials, the IronBand has undergone rigorous safety testing to provide maximum protection in the worst of conditions.\n\nWomen's sizes currently out of stock.
- item_Desc_SCU_Hat_03_01_01=Stegman's Hardline 7800 is the latest in a proud line of safety wear. The Hardline is constructed from the same high-density plastics used in some body armor.\n\nWomen's sizes currently out of stock.
- item_Desc_scu_jacket_01_01_01=Stegman's ClipVest is a multi-purpose work harness that keeps your tools handy when and where you need them. Built from industrial strength materials, this harness offers a back piece to help alleviate strain and provide counterbalance.\n\nWomen's sizes currently out of stock.
- item_Desc_scu_jacket_02_01_01=Keep your tools within easy reach with Stegman's IndVest. Made from industrial strength materials, this is a rare jacket that's both stylish and sensible. \n\nWomen's sizes currently out of stock.
- item_Desc_SCU_jacket_02_01_imperator=Keep your tools within easy reach with Stegman's IndVest. The exclusive Pathfinder edition is made from black industrial strength materials that includes both purple and silver highlights. A rare jacket that's both stylish and sensible. \n\nWomen's sizes currently out of stock.
- item_Desc_scu_jacket_03_01_01=Stegman's classic worker's jacket has been a staple of job sites for over seventy years. This duotone pattern is cut from the toughest material meaning you can wear it anywhere, anytime. It may not be armor, but it damn sure feels like it.
- item_Desc_SCU_jacket_03_01_centurion=Stegman's classic worker's jacket has been a staple of job sites for over seventy years. The exclusive Voyager edition blends red and black with gold highlights to provide a stylish edge, making the Cordimon tough, durable, and perfect to wear anytime, anywhere.
- item_Desc_SCU_Pants_01_01_01=With Stegman's, you know you're getting clothes made for workers, by workers. Featuring multiple external pockets with easy access tabs, WorkLife pants are rugged, functional and professional. Just like you.\n\nWomen's sizes currently out of stock.
- item_Desc_scu_pants_02_01_01=Stegman's Edgewear utility clothes are made from reinforced nylon weaves and lined with temperature-rated quilted technology to provide you with a little extra protection while on the jobsite. Double knees, reinforced joint pads and extra pockets add comfort and durability to this field-tested and worker-approved clothing line.\n\nWomen's sizes currently out of stock.
- item_Desc_SCU_pants_02_01_imperator=A reinforced nylon weave and temperature-rated quilted technology make Edgewear pants ideal for any jobsite. This staple of Stegman's line of utility clothes comes with double knees, reinforced joint pads, and extra pockets. The exclusive Pathfinder edition comes in purple with black and silver accents. \n\nWomen's sizes currently out of stock.
- item_Desc_scu_pants_03_01_01=Stegman's factory pants have been taken to the next level with the Clempt line. These rugged all-purpose pants come with double knees for extra comfort and protection and are made from tough composite weave fabric to last as long as the work needs.\n\nWomen's sizes currently out of stock.
- item_Desc_SCU_pants_03_01_centurion=Stegman uses a tough composite weave fabric and double knees to ensure these all-purpose pants are comfortable yet durable. The Voyager edition is black with a large red tool pocket and gold knee pads. \n\nWomen's sizes currently out of stock.
- item_Desc_scu_shirt_01_01_01=This Henley shirt from Stegman's is made with AirFlow technology, a stain-resistant, air-cooled fabric that keeps you comfortable and dry.\n\nWomen's sizes currently out of stock.
- item_Desc_SCU_shirt_01_01_centurion=The Voyager edition of this Henley shirt is red with black trim and gold sleeves. It features Stegman's famous AirFlow technology, a stain-resistant, air-cooled fabric that keeps you comfortable and dry.\n\nWomen's sizes currently out of stock.
- item_Desc_shb_security_uniform_01_Shared=The Regal Combat Set from RRS is a cost-effective way to provide a little extra protection on the job. Whether you're running local security or just want a little extra assurance on the long haul, the Regal's StopTac plating provides extra protection for you head, vitals and extremities. The Regal's helmet features a uniquely angled design intended to increase chances of ricochets and the integrated visor tech gives you protection while not hampering your visibilty.
- item_Desc_shb_security_uniform_undersuit_Shared=Item Type: Flightsuit\nDamage Reduction: 10%\n\nRRS' ProtSkin combat undersuit provides basic protection against impacts and scuffs while serving as a foundation for compatible body armor options.
- item_Desc_shb_starfarerpilot_flightsuit=Item Type: Flightsuit\nDamage Reduction: 10%\n\nThe GP-88 is a general protection suit, providing basic impact resistance, EVA upgrades and a sealed helmet mount so users can work in toxic atmospheres.
- item_Desc_SHLD_ASAS_S01_Mirage=Item Type: Shield\nManufacturer: Ascension Astro\nSize: 1\nGrade: A\nClass: Stealth\n\nBy boasting a signature so faint most won’t believe it’s there, Ascension Astro’s top of the line small shield generator lives up to its name — Mirage. It’s the ultimate component for those who want to go unnoticed.
- item_Desc_SHLD_ASAS_S01_Veil=Item Type: Shield\nManufacturer: Ascension Astro\nSize: 1\nGrade: B\nClass: Stealth\n\nAn advanced cooling system significantly reduces the heat produced by the Veil stealth shield generator. No other component in its class even comes close to rivaling its heat suppression technology.
- item_Desc_SHLD_ASAS_S02_Obscura=Item Type: Shield\nManufacturer: Ascension Astro\nSize: 2\nGrade: C\nClass: Stealth\n\nRespected for its lower emissions, the Obscura shield generator uses an advanced signature dispersal system to help give your ship a quieter signature while still remaining shielded.
- item_Desc_SHLD_ASAS_S02_Sheut=Item Type: Shield\nManufacturer: Ascension Astro\nSize: 2\nGrade: B\nClass: Stealth\n\nKeep your shield’s heat from giving you away by using a Sheut. Another outstanding stealth shield generator from Ascension Astro.
- item_Desc_SHLD_ASAS_S02_Umbra=Item Type: Shield\nManufacturer: Ascension Astro\nSize: 2\nGrade: A\nClass: Stealth\n\nSlip through the darkness of space like a phantom with the Umbra stealth shield generator. Best when used in conjunction with other low signature components from Ascension Astro.
- item_Desc_SHLD_BASL_S00_Bastion=Item Type: Shield\nManufacturer: Basilisk\nSize: 0\nGrade: D\nClass: Industrial\n\nYou don’t need to be a multi-system megacorp to afford an industrial-grade shield generator for your vehicle. Basilisk’s Bastion provides enhanced shield durability without breaking the bank.
- item_Desc_SHLD_BASL_S00_Siege=Item Type: Shield\nManufacturer: Basilisk\nSize: 0\nGrade: B\nClass: Industrial\n\nThe Siege generates top-of-the-line, industrial-grade durability for your vehicle’s shield. That’s why it’s the most trusted vehicle shield component.
- item_Desc_SHLD_BASL_S01_Guardian=Item Type: Shield\nManufacturer: Basilisk\nSize: 1\nGrade: B\nClass: Industrial\n\nUpgrade to the Guardian for increased absorption of ballistic, energy, and distortion damage. Making this industrial shield generator one of the most durable in its class.
- item_Desc_SHLD_BASL_S01_Palisade=Item Type: Shield\nManufacturer: Basilisk\nSize: 1\nGrade: A\nClass: Industrial\n\nNo other small shield generator can match the durability of the Basilisk Palisade. This top-of-the-line industrial component forfeits stealth for the ability to absorb an unrivaled amount of damage.
- item_Desc_SHLD_BASL_S01_Steward=Item Type: Shield\nManufacturer: Basilisk\nSize: 1\nGrade: D\nClass: Industrial\n\nThe Steward is Basilisk’s entry-level industrial shield generator. Its reinforced housing adds an extra level of durability to an already robust system, guaranteeing that your shield will be projecting even in the harshest conditions.
- item_Desc_SHLD_BASL_S02_Armada=Item Type: Shield\nManufacturer: Basilisk\nSize: 2\nGrade: D\nClass: Industrial\n\nBasilisk started by making cutting edge hull plating that was renowned for being durable and dependable. Today they carry on that proud legacy with industrial shield generators like the Armada.
- item_Desc_SHLD_BASL_S02_Citadel=Item Type: Shield\nManufacturer: Basilisk\nSize: 2\nGrade: B\nClass: Industrial\n\nFortify your ship with Basilisk’s Citadel shield generator. Tailored toward industrial vessels, the component emits a robust and reliable shield.
- item_Desc_SHLD_BASL_S02_Rampart=Item Type: Shield\nManufacturer: Basilisk\nSize: 2\nGrade: A\nClass: Industrial\n\nBasilisk understands that escape isn’t always an option. That’s why they built the Rampart industrial shield generator to take an incredible amount of damage before it’s depleted.
- item_Desc_SHLD_BASL_S03_Barbican=Item Type: Shield\nManufacturer: Basilisk\nSize: 3\nGrade: B\nClass: Industrial\n\nBarricade your ship against external forces with the Basilisk Barbican. Originally fabricated for large industrial vessels, this shield generator has became quite popular due to its high damage absorption.
- item_Desc_SHLD_BASL_S03_Parapet=Item Type: Shield\nManufacturer: Basilisk\nSize: 3\nGrade: A\nClass: Industrial\n\nAs the peak of Basilisk’s large industrial shield generators, it’s easy to see why the Parapet is so beloved. With one of the industry’s best shield generation to damage ratio, it’s difficult to degrade the shield and expose the hull.
- item_Desc_SHLD_BASL_S03_Ward=Item Type: Shield\nManufacturer: Basilisk\nSize: 3\nGrade: D\nClass: Industrial\n\nThe Ward is Basilisk’s basic industrial-grade shield generator for large ships. It provides decent performance and durability while also keeping its signature respectable.
- item_Desc_SHLD_BEHR_S01_6SA=Item Type: Shield\nManufacturer: Behring\nSize: 1\nGrade: B\nClass: Civilian\n\nProviding above average shield health and damage absorption, the 6SA ‘Arbiter’ has been a trusted component for centuries. Experience the Behring advantage by installing this small shield generator today.
- item_Desc_SHLD_BEHR_S01_7SA=Item Type: Shield\nManufacturer: Behring\nSize: 1\nGrade: A\nClass: Civilian\n\nA top-of-the-line shield generator that runs loud and proud. What it sacrifices in stealth it more than makes up for with supreme durability and excellent performance. So, even if enemies see you coming, they’ll have a hard time disabling Behring’s 7SA ‘Concord’.
- item_Desc_SHLD_BEHR_S02_6MA=Item Type: Shield\nManufacturer: Behring\nSize: 2\nGrade: B\nClass: Civilian\n\nBehring’s ironclad reputation is almost as impenetrable as the shield produced by the 6MA ‘Kozane’. If it’s good enough for Behring, it’s good enough for you.
- item_Desc_SHLD_BEHR_S02_7MA=Item Type: Shield\nManufacturer: Behring\nSize: 2\nGrade: A\nClass: Civilian\n\nTrust a component that has been equipped on crafts for centuries — the 7MA ‘Lorica’. Experience Behring’s top-of-the-line shield generator on your ship today.
- item_Desc_SHLD_BEHR_S03_6CA=Item Type: Shield\nManufacturer: Behring\nSize: 3\nGrade: B\nClass: Civilian\n\n“Built by Behring” is a phrase synonymous with quality. That’s why so many around the Empire trust their 6CA ‘Bila’ large shield generator to provide them with solid performance, impressive durable, and an acceptable degree of stealth.
- item_Desc_SHLD_BEHR_S03_7CA=Item Type: Shield\nManufacturer: Behring\nSize: 3\nGrade: A\nClass: Civilian\n\nCommercial-grade shield generators don’t get any better than the 7CA ‘Nargun’. The component utilizes Behring’s patented ‘Freeze Flow’ tech to keep its heat signature in check while increasing both its overall performance and durability.
- item_Desc_SHLD_Default=[PH]
- item_Desc_SHLD_GODI_S01_FR66=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: A\nClass: Military\n\nThe FR-66 is one of the most versatile small shield generator currently on the market. Get military strength protection and performance from Gorgon Defender Industries to ensure your ship can survive any onslaught.
- item_Desc_SHLD_GODI_S02_CoverAll=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: B\nClass: Military\n\nDon’t sacrifice performance for durability. Get both with Gorgon Defender Industries’ CoverAll shield generator.
- item_Desc_SHLD_GODI_S02_FR76=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: A\nClass: Military\n\nRefined by years of extensive, real world testing by the military, Gorgon Defender Industries FR-76 is the ultimate shield generator. Perfect for everyone from folks defending the frontline to those exploring the frontier.
- item_Desc_SHLD_GODI_S02_SecureShield=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: D\nClass: Military\n\nGet military-grade protection for your ship with the SecureShield from Gorgon Defender Industries. Their cutting edge emitter tech allows for superior shield absorption across the spectrum of damage types.
- item_Desc_SHLD_GODI_S03_FR86=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: A\nClass: Military\n\nGorgon’s FR-68 is tried, tested, and trusted. No other large shield generator delivers both exceptional performance and durability to this degree.
- item_Desc_SHLD_GODI_S03_FullBlock=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: B\nClass: Military\n\nCrafted by former residents of Caliban, Gorgon’s FullBlock large shield generator has been repeatedly put to the test by members of the military and public. That means you can count on it regardless of what you come up against.
- item_Desc_SHLD_GODI_S03_SecureScreen=Item Type: Shield\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: D\nClass: Military\n\nGorgon Defender Industries brings military might to their entry-level, large shield generator. Featuring best-in-class durability, the SecureScreen was built to take a beating and survive.
- item_Desc_SHLD_SECO_S00_LOC=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 0\nGrade: B\nClass: Civilian\n\nThe LOC adapts Seal Corp’s revolutionary ship energy shield for vehicles. It provides premiere protection against oppressive forces found on the ground or hovering above.
- item_Desc_SHLD_SECO_S00_RED=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 0\nGrade: D\nClass: Civilian\n\nSeal Corp reworked their classic component to make the RED vehicle shield generator both effective and affordable.
- item_Desc_SHLD_SECO_S01_HEX=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 1\nGrade: B\nClass: Civilian\n\nPrepare your ship for any circumstance by installing a HEX from Seal Corporation. Balanced performance and durability make this an ideal, versatile choice for those who don’t know where their next adventure may take them.
- item_Desc_SHLD_SECO_S02_BLOC=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 2\nGrade: B\nClass: Civilian\n\nSeal Corporation’s BLOC shield generator was the first to use the company’s revolutionary quantum core semiconductor to reduce the component’s power draw without compromising performance.
- item_Desc_SHLD_SECO_S02_RPEL=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 2\nGrade: D\nClass: Civilian\n\nSee why more people trust Seal Corporation to protect their ship than any other company. With the RPEL shield generator you can be certain you’ll be sealed off from danger.
- item_Desc_SHLD_SECO_S03_ARMOR=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 3\nGrade: B\nClass: Civilian\n\nARMOR is Seal Corps’ top-of-the-line shield generator. It was used extensively by the military prior to its shield tech being declassified for civilian use.
- item_Desc_SHLD_SECO_S03_GUARD=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 3\nGrade: C\nClass: Civilian\n\nDon’t be afraid to go up against the unknown with Seal Corp’s GUARD. This shield generator balances performance, durability, and stealth to allow the user to utilize the shield in whatever way suits them best.
- item_Desc_SHLD_SECO_S03_HAVEN=Item Type: Shield\nManufacturer: Seal Corporation\nSize: 3\nGrade: D\nClass: Civilian\n\nThe HAVEN is an admired shield generator for large ships. Seal Corp’s simple, clean design makes repairing the component an easy and affordable task, and has only increased its popularity over the years.
- item_Desc_SHLD_VNCL_S01_Hide=Item Type: Shield\nManufacturer: Vanduul\nSize: 1\nGrade: N/A\nClass: Military\n\nThe Vanduul’s aggressive dog fighting tactics are possible because this shield generator provides them the protection to do so.
- item_Desc_SHLD_YORM_S01_Jaghte=Item Type: Shield\nManufacturer: Yorm\nSize: 1\nGrade: B\nClass: Competition\n\nBuilt with performance in mind, Yorm’s Jaghte competition shield generator prioritizes shield health and generation rate over strength and stealth.
- item_Desc_SHLD_YORM_S02_Bamoty=Item Type: Shield\nManufacturer: Yorm\nSize: 2\nGrade: D\nClass: Competition\n\nThe Bamoty is Yorm’s take on a commercial style shield generator. This medium-sized component has won the company a wider fanbase because it expertly balances performance, durability, and stealth.
- item_Desc_SHLD_YORM_S02_Haltur=Item Type: Shield\nManufacturer: Yorm\nSize: 2\nGrade: B\nClass: Competition\n\nStrong shield health and an exceptional generation rate gives the Haltur the best performance ranking of any shield in its class. Beloved by racers and those who prefer to navigate away from danger instead of soaking it up.
- item_Desc_SHLD_YORM_S02_Trenta=Item Type: Shield\nManufacturer: Yorm\nSize: 2\nGrade: C\nClass: Competition\n\nAn ideal choice for racers looking for a shield generator that provides above average shield performance and durability. As a bonus, the Trenta’s casing is constructed out of a magnesium infused alloy which makes the component both sturdy yet lightweight.
- item_Desc_slaver_heavy_armor_01_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nStorage Points: 20K SP\n\nIncorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
- item_Desc_slaver_heavy_armor_01_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nIncorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
- item_Desc_slaver_heavy_armor_02_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nIncorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework. This version of the Defiance armor is painted for use in desert or mountain operations.
- item_Desc_slaver_heavy_armor_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nThe Defiance features a fully enclosed battle helmet constructed with two layers of composite weaves underneath armor plating, providing you maximum protection against penetrating and concussive attacks.
- item_Desc_slaver_light_armor_01_arms=Designed to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
- item_Desc_slaver_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 10K SP \n\nDesigned to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
- item_Desc_slaver_light_armor_01_legs=Designed to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
- item_Desc_slaver_light_armor_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nDesigned to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
- item_Desc_slaver_light_armor_helmet_02=Item Type: Light Armor\nDamage Reduction: 20%\n\nKastak Arm's Renegade combat helmet is a light but durable infantry helmet designed for added protection and impact-reduction during in-atmosphere operations.
- item_Desc_slaver_medium_armor_01_arms=Item Type: Medium Armor\nDamage Reduction: 30%\n\nThe DustUp has your back if you’re looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole thing’s been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
- item_Desc_slaver_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nStorage Points: 20K SP \n\nThe DustUp has your back if you’re looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole thing’s been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
- item_Desc_slaver_medium_armor_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\n\nThe DustUp has your back if you’re looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole thing’s been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
- item_Desc_slaver_medium_armor_helmet_01_starkitty=Item Type: Medium Armor\nDamage Reduction: 30%\n\nCelebrate your love of the timeless Star Kitten cartoon with this commemorative variant of Kastak Arms' classic DustUp helmet. Sure to be a collectible, this custom molding also features embedded lighting to create a stunning silhouette without sacrificing any of the defensive capabilities of this medium helmet.
- item_Desc_slaver_undersuit_armor_01_01_01=Item Type: Flightsuit\nDamage Reduction: 10%\n\nKastak Arms' Stoneskin is a combat undersuit that are built upon CDS' famous TCS-4 system based on extensive feedback from the operators who rely on this technology in the field. Offering a myriad of options for armor and EVA capabilities, the Stoneskin is set to rival CDS as a rugged and reliable undersuit.
- item_Desc_Slaver_Undersuit_Armor_Shared=Item Type: Flightsuit\nDamage Reduction: 10%\n\nKastak Arms' Stoneskin series of combat undersuits are built upon CDS' famous TCS-4 system based on extensive feedback from the operators who rely on this technology in the field. Offering a myriad of options for armor and EVA capabilities, the Stoneskin is set to rival CDS as a rugged and reliable undersuit.
- item_Desc_Space_Cactus=Capable of growing anywhere up to 5 meters in height, the Kavische is a columnar cactus hybrid that developed on Yar shortly after the introduction of floral into the newly terraformed ecosystem. Adapting the hue of the red sand, the Kavische quickly became one of the predominant plants on the planet.
- item_Desc_Space_Flower=A member of the Tuserac family of flowers, the Emperor Blossom is one of the most recognizable indigenous plants from Terra. For most of the year, the flower is obscured, covered by what appears to be an unremarkable brown husk, similar to the Typha/Cattail of Earth. When an ideal temperature is reached, the plant enters its blooming phase: the petals peel back, revealing the striking colors underneath. Tens of thousands cross the Zaffre Bay every year for the Twilight Festival which coincides with the blooming of this beautiful flower.
- item_Desc_spv_bioticorp_rep_gloves_01_01_01=Make a statement without saying a word. Spar Van Miles' Tigo gloves made headlines in the fashion world with their open-finger design.
- item_Desc_spv_bioticorp_rep_heels_01_01_01=Classic. Elegant. Spar Van Miles' low-heel slip-on shoe is reinforced for durability and comfort. Perfect for the professional on the go.\n\nWomen's sizes currently out of stock.
- item_Desc_spv_bioticorp_rep_jacket_01_01_01=This tailored, single-button jacket from Spar Van Miles features a chic, retro collar with a reinforced lining to keep you professional, but fun.\n\nWomen's sizes currently out of stock.
- item_Desc_spv_bioticorp_rep_pants_01_01_01=Featuring a slim fit for a stunning silhouette, the Aego pants from Spar Van Miles keep you looking top dollar without sacrificing comfort.\n\nWomen's sizes currently out of stock.
- item_Desc_spv_bioticorp_rep_tanktop_01_01_01=Spar Van Miles' simple V-neck tank is made from a synthetic blend, making it comfortable but elegant.\n\nWomen's sizes currently out of stock.
- item_Desc_SPV_glasses_01=A distinct one piece lens with a unique geometric design makes the AvantX glasses stand out from the crowd. SPV expertly blends cutting edge style and technology for a distinct look and feel that's fashion forward.
- item_Desc_SPV_Jacket_01_01_Shared=Refined enough for day, but ready for night, this jacket is essential for any young professional's collection. Notched lapels and a center back seam provide a tailored look at the Spar Van Miles price.\n\nWomen's sizes currently out of stock.
- item_Desc_SRVL_parasite_helmet_01=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nThe original Parasite vid established a new face of fear and terrified the Empire. This iconic look can now be yours with the Parasite Replica helmet from CC's Conversions. Digital scans of the original prop helped to reproduce every gruesome detail. Despite its distinct design, the Parasite Replica helmet is space-rated and fully functional. It can be safely worn both in and out of atmosphere, or wherever you're looking to scare someone.
- item_Desc_SRVL_parasite_helmet_02=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nSeven years after the original vid shocked the empire, Parasite V: Dark Birth took terror to a new level. CC's Conversions celebrated the release of the latest installment by collaborating with the vid's creators on an official and fully functional replica helmet. A special sensor built into the parasite's eye allows you a clear view of the reactions to every appalling detail. Carefully designed to honor the original prop and withstand the real rigors of space travel, the helmet is a premiere replica that will turn you into a walking nightmare!
- item_Desc_srvl_undersuit_01=Item Type: Flightsuit\nDamage Reduction: 10%\n\nFeaturing the same relatively reliable construction as the Why Not helmet, the Second Life takes some of those tattered old undersuits and gives them new life.
- item_Desc_srvl_undersuit_helmet_01=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nJust because a helmet's broken doesn't mean it's useless. This scavenged undersuit helmet should provide suitable protection against vacuum. If you like taking chances, take a chance on this. Why not?
- item_Desc_TestString01=TEST STRING DESCRIPTION
- item_Desc_TMBL_vest_biker_01_01_01=Reveal your inner rebel with the Renegade Cut vest, featuring a wide notched lapel and metal studs on the left shoulder. High quality synthetic leather and an insulated lining give the vest both comfort and style.
- item_Desc_TMBL_vest_cargo_01_01_01=Enjoy the open road and courier goods with the Renegade Cargo vest. A special synthetic weave bestows the vest with incredible tensile strength that can support the custom 0.375 SCU pannier, while reinforced straps keep it secured to your back even while traversing rugged terrain.
- item_Desc_TMBL_vest_racing_01_01_01=The Renegade Racing vest provides protection against road rash without adding to your lap time. Graphene-based nanocomposite plating makes the vest extremely light yet ultra-durable. Ideal for everything from idyllic rides to heart pounding last laps.
- item_Desc_UEE_Heavy_Helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nThis reinforced frame provides maximum protection against impacts and incoming fire, while the iconic single-piece faceplate provides a broader field of view than most comparable helmet types.
- item_Desc_UEE_Light_Helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nCDS' G-6 helmet system is built with light but durable composite pieces, guaranteed to keep you mobile, aware and alive.
- item_Desc_UEE_Medium_Helmet=Item Type: Medium Armor\nDamage Reduction: 30%\n\nStandard issue for both the military and countless militia, the G-8 provides reinforced impact protection without sacrificing too much field of view.
- item_Desc_UPS_Shoes_01_01_01=Nothing will take you back to the golden era club scene of Prime in the 2920s like Upsiders' new Edgerider sneakers. These slip-on sneakers feature daz patterning and modern impact cushioning to keep you up and active for days on end.\n\nWomen's sizes currently out of stock.
- item_Desc_UPS_Shoes_02_01_01=Upsiders' Crestfall high-tops are slip-ons that blend suede and synthetic fabrics imbued with subtle patterns. They feature a deep U-cut collar, padded heel, and enlarged tongue.\n\nWomen's sizes currently out of stock.
- item_Desc_vgl_advocacy_lightarmor_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nVirgil's Argus helmet utilizes advanced multi-layered composite construction to provide incredible protection from weapon fire as well as environmental hazards. The tinted visor offers a wide field-of-view to improve situational awareness and unrestricted movement.
- item_Desc_vgl_advocacy_lightarmor_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents.
- Item_Desc_vgl_advocacy_undersuit_base_01=Item Type: Flightsuit\nDamage Reduction: 10%\n\nVirgil's Guardian is a multi-purpose undersuit that features basic reinforced plates for impact protection as well as natural integration with compatible armor sets.
- item_Desc_vgl_armor_light_core_01_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nStorage Points: 20K SP\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents.
- item_Desc_vgl_undersuit_01_01_Shared=Item Type: Flightsuit\nDamage Reduction: 10%\n\nVirgil's ForceFlex is the next generation in undersuit technology. Rated for combat as well as industrial work, you can rest assured that the comboweave will keep you protected in whatever situation you put it through.
- item_Desc_Xian_Plant=One of the most iconic images of the Xi’An Empire in the UEE is the unblossomed Centennial Bloom. The growth of this plant is so precarious, even the slightest deviation in atmosphere or nourishment can offset its blooming period. Under sustained optimal conditions, the bloom takes a hundred years to live up to its name, blossoming small bellflowers of striking white and crimson.
- item_Desc10mm_pistol_ballistic=Traditional gun powder based ammunition that fires slugs from a shell, detonated by a firing pin. The slug trails down a barrel to help guide its trajectory.
- item_Desc10mm_rifle_laser=The Plasma Coil - Field Fusion tangles 2 streams of plasma energy into a dense coil before unraveling it, allowing it to shoot far distances with intense energy. Unfortunately this process creates a lot of sound for the user, even though many muffle mechanics are usually built within the chamber of weapons that use this type of plasma energy.
- item_Desc12g_electric=Pulse Slug 10 is a small focused energy that molds into the shape of a small ball of energy. The projectile shocks biotics and disrupts electronics. It can be clustered or shot in single form, but the chaotic nature of how the slugs are created from the energy can cause chaotic formations in its execution, much like a bubble gun.
- item_Desc20mm_Tungsten=<-=MISSING=->
- item_Desc25mm_special_ballistic=The mX-Shatter Rocket is a rocket that scatters small explosives on impact or after a very brief period of time. Whenever the rocket shoots out the smaller explosives fire off in random directions, excellent for clearing out areas. Every shatter rocket has a cluster of about 20 small explosives that aren't as powerful as frag grenades on their own, but combined are about the same as a frag grenade.
- item_Desc25mm_special_ballistic_fragment=The mX-Shatter Rocket is a rocket that scatters small explosives on impact or after a very brief period of time. Whenever the rocket shoots out the smaller explosives fire off in random directions, excellent for clearing out areas. Every shatter rocket has a cluster of about 20 small explosives that aren't as powerful as frag grenades on their own, but combined are about the same as a frag grenade.
- item_Desc2ghz_microwave_energy=Uranium Core ammunition stabilizes uranium for portable weapon usage in small doses. Each 'magazine' contains a set charge of power with the uranium and can be safely disposed of/stored after use. When used, it controls an intense amount of radioactive energy from whatever method the radiation is disposed. The condensed radiation is powerful enough to get through most armor types except Heavy/TITAN armor.
- item_Desc300i_HAPR_VP_RMI_S3_Q2=The Hammer Propulsion HE5.3 features a high output, fuel efficient design. Its thrust output and low fuel consumption make it ideal for long hauls though it has been reported to be somewhat of a missile magnet on occasions where owners have been subject to pirate activity.
- item_Desc300i-C_LoadoutKit=Increase your killer instinct with the 300i-C package. Two S3 Klaus & Werner laser repeaters replace the standard Behring ballistic repeaters, while upgrades to the power plant (Civilian, Grade B), shield (Industrial, Grade B), and cooler (Industrial, Grade B) push performance further. \n
- item_Desc300i-G_LoadoutKit=Stay frosty with the 300i-G package. Gimbals give the 300i-G a wider range of motion for its three S2 Klaus & Werner laser repeaters to make aiming even easier. \n
- item_Desc300i-T_LoadoutKit=Extend your adventure with the 300i-T package that features an upgraded power plant (Civilian, Grade B), cooler (Competition, Grade B), and quantum drive (Civilian, Grade B) to provide the extra performance needed to send you faster and further into the unknown. Dual S3 Associated Science & Development distortion repeaters can subdue aggressors long enough for an swift escape. \n
- item_Desc315p-GT_LoadoutKit=The 315p-GT package helps turn any outing into an adventure thanks to its upgraded cooler (Stealth, Grade B) and quantum drive (Industrial, Grade B). The complement of two gimbaled S2 Associated Science & Development distortion repeaters ensure that you can peacefully resolve almost any altercation, but if aggression is your only option, the GT replaces the standard Firestorm Kinetics Tempest missiles with Talon Dominators. \n
- item_Desc315p-XC_LoadoutKit=Built to make an entrance and an impact, the 315p-XC package pairs two S3 Gallenson Tactical Systems ballistic gatling guns with the standard tractor beam. An improved power plant (Stealth, Grade B), shield (Stealth, Grade B), cooler (Stealth, Grade B), and quantum drive (Military, Grade B) provide the power and protection needed to survive and thrive in a skirmish.\n
- item_Desc325a_HAPR_VP_RMI_S3_Q2=The Hammer Propulsion HE5.3 features a high output, fuel efficient design. Its thrust output and low fuel consumption make it ideal for long hauls though it has been reported to be somewhat of a missile magnet on occasions where owners have been subject to pirate activity.
- item_Desc325a-CC_LoadoutKit=Get up close and personal with the 325a-CC. Designed to engage and dominate at short-range, this package features one S4 Preacher Armament distortion scattergun and two S3 Hurston Dynamics laser scatterguns. The CC also changes the component suite to a power plant (Military, Grade B), shield (Military, Grade B), cooler (Competition, Grade B), and quantum drive (Civilian, Grade C).
- item_Desc325a-CI_LoadoutKit=Intercept or eradicate? The choice is yours with the 325a-CI package. You’ll have options to subdue your opponents with an imposing S4 Apocalypse Arms gatling gun, two S3 Associated Science & Development distortion repeaters, and two S3 FireStorm Kinetics Arrestor missiles. Boosted performance comes courtesy of an enhanced power plant (Military, Grade B), shield (Military, Grade B), cooler (Competition, Grade B), and quantum drive (Competition, Grade B).\n
- item_Desc325a-LC_LoadoutKit=One S4 and two S3 A&R Co. laser cannons make the 325a-LC package deadly from a distance. To complement this firepower, the LC comes with an upgraded power plant (Military, Grade B) and cooler (Military, Grade B).\n
- item_Desc325a-XC_LoadoutKit=The 325a-XC package keeps you on the offensive with ten missiles, plus one S4 Apocalypse Arms and two S3 Gallenson Tactical Systems ballistic gatling guns. The XC also overhauls the component suite to contain a power plant (Military, Grade B), shield (Military, Grade B), cooler (Military, Grade B), and quantum drive (Civilian, Grade C). All combined, the XC makes quick work of aggressors foolish enough to try their luck. \n
- item_Desc350r_HAPR_VP_ESI_S3_Q2=The Hammer Propulsion Twin HM4.3 is notable for the fact that it utilizes 2 high-performance TR3 thrusters in a small package. An unusual application, the original design was a joint collaboration between Hammer Propulsion and the Origin Jumpworks racing team. With the additional thrust provided by a second thruster the Twin HM4.3 is ideal for applications where speed is the goal. Speed comes at a cost, however; this configuration has a thirst for fuel that rivals much larger single thruster systems, and with all of its available space being taken up by the thruster internals not much space is left for durability reinforcement. This makes the HM4.3 ideal for most racing pilots, but less suitable for combat-oriented missions.
- item_Desc350r-S_LoadoutKit=Kick into top gear with the 350r-S package that features a boosted power plant (Competition, Grade B), cooler (Competition, Grade B), and quantum drive (Competition, Grade C). Plus, two Associated Science & Development S3 distortion repeaters provide a non-lethal alternative to the standard Behring laser cannon.
- item_Desc350r-SP_LoadoutKit=Power and performance purr through every inch of the 350r-SP package. It features across the board upgrades to the components, with the power plant, shield, cooler, and quantum drive all rated as Competition class, Grade B. The SP also includes two S3 Associated Science & Development distortion repeaters that can pacify aggressors for an effective getaway.\n
- item_Desc5mm_rifle_ballistic=The size of a traditional 5.56mm x 45mm but built for Gauss mechanics, providing very high accuracy and extremely fast projectile speeds. The 5.56mm slug is made out of a dense tungsten and lightweight carbon mixture, to allow maximum penetration in this Armor Penetration form.
- item_Desc6mm_pistol_laser=Pulse Slug 10 is a small focused energy that molds into the shape of a small ball of energy. The projectile shocks biotics and disrupts electronics. It can be clustered or shot in single form, but the chaotic nature of how the slugs are created from the energy can cause chaotic formations in its execution, much like a bubble gun.
- item_DescAEGS_3DRadarDisplay=[PH] Aegis 3D Radar Display
- item_DescAEGS_Avenger_CML_Chaff=[PH] Aegis Avenger - Chaff Launcher
- item_DescAEGS_Avenger_CML_Flare=[PH] AEGS Avenger - Flare Launcher
- item_DescAEGS_Avenger_Ejection_Seat=[PH] AEGS Avenger Ejection Seat
- item_DescAEGS_Avenger_LandingSystem=Aegis Avenger Landing System
- item_DescAEGS_Avenger_MultiLight=Aegis Avenger External Lighting
- item_DescAEGS_Avenger_shop=Manufacturer: Aegis Dynamic\nFocus: Interdiction\n\nThe Aegis Avenger has had a long and storied life as the standard patrol craft of the UEE Advocacy. Although aging, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts.
- item_DescAEGS_Avenger_Titan_Seat=AEGS Avenger Titan Seat
- item_DescAEGS_BallisticRepeater_S5=[PH] AEGS Ballistic Repeater
- item_DescAEGS_Cockpit_Audio=[PH] AEGS Cockpit Audio
- item_DescAEGS_Eclipse_CML_Chaff=[PH] AEGS Eclipse - Chaff Launcher
- item_DescAEGS_Eclipse_CML_Flare=[PH] AEGS Eclipse - Flare Launcher
- item_DescAEGS_EMP_Device=Manufacturer: Behring\nItem Type: EMP Generator\n\nThe REP-8 is a highly regarded EMP-focused burst generator from Behring. It balances a manageable charge time with a strong blast of distortion damage that knocks out electronic components caught within its radius. Solid engineering and centuries of use have made this a standard non-lethal deterrent across the Empire.
- item_DescAEGS_EMP_Sentinel_S4=Manufacturer: Behring\nItem Type: Burst Generator\nSize: 4\nDamage Type: EMP\n\nDeliver distortion damage with the REP-VS burst generator built specifically for the Aegis Vanguard Sentinel. Behring modified the technology used in their reputable REP-8 to design an effective non-lethal weapon that integrates seamlessly with the Sentinel.
- item_DescAEGS_Engine_Double_Idris=[PH] AEGS Idris Double Engine
- item_DescAEGS_Engine_Single_Idris=[PH] AEGS Idris Single Engine
- item_DescAEGS_FuelIntake_Idris=[PH] AEGS Idris Fuel Intake
- item_DescAEGS_FuelTank_Idris=[PH] AEGS Idris Fuel Tank
- item_DescAEGS_Gemini_S6_Q1=[PH] AEGS Starfarer Gemini Thruster
- item_DescAEGS_Gemini_S7_Q1=[PH] AEGS Starfarer Gemini Thruster
- item_DescAEGS_Gladius_CML_Chaff=[PH] AEGS Gladius - Chaff Launcher
- item_DescAEGS_Gladius_CML_Flare=[PH] AEGS Gladius - Flare Launcher
- item_DescAEGS_Gladius_Ejection_Seat=[PH] AEGS Gladius Ejection Seat
- item_DescAEGS_Gladius_LandingSystem=[PH] AEGS Gladius Landing System
- item_DescAEGS_Gladius_lights=AEGS Gladius Light Set
- item_DescAEGS_Gladius_Main=The STC Blue by perrenial thruster manufacturer Dragon Stellar Transit Company offers high output and low emissions, great for pilots wishing to close the distance while maintaining a low profile. The smallest thruster in the STC lineup, the Blue has a thrust rating of 2.
- item_DescAEGS_Gladius_Mav_Joint_01=[PH] AEGS Winnowing D1 Omni Thruster
- item_DescAEGS_Gladius_Mav_Joint_02=[PH] AEGS Winnowing D1 Rotational Thruster
- item_DescAEGS_Gladius_MultiLight=[PH] AEGS Gladius External Lights
- item_DescAEGS_Gladius_Nose_S2=[PH] Class 2 Scorpion GT-215 turret mount description
- item_DescAEGS_Gladius_Retro=Retro Thruster
- item_DescAEGS_Gladius_shop=Manufacturer: Aegis Dynamics\nFocus: Light Fighter \n\nThe Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dogfighting, the Gladius is an ideal interceptor or escort ship.
- item_DescAEGS_Hammerhead_CML_Chaff=[PH] AEGS Hammerhead - Chaff Launcher
- item_DescAEGS_Hammerhead_CML_Flare=[PH] AEGS Hammerhead - Flare Launcher
- item_DescAEGS_Idris_BallisticRepeater_S5=[PH] AEGS Idris Ballistic Repeater
- item_DescAEGS_Idris_Copilot_Seat_Left=[PH] AEGS Idris Left Copilot Seat
- item_DescAEGS_Idris_Copilot_Seat_Right=[PH] AEGS Idris Right Copilot Seat
- item_DescAEGS_Idris_Large_Turret=[PH] AEGS Idris Front Turret
- item_DescAEGS_Idris_Large_Turret_Base=[PH] AEGS Idris Front Turret
- item_DescAEGS_Idris_Large_Turret_Seat=[PH] AEGS Idris Front Turret Seat
- Item_DescAEGS_Idris_Main_01_CIV=[PH] Main Thruster
- Item_DescAEGS_Idris_Main_01_MIL=[PH] Main Thruster
- Item_DescAEGS_Idris_Main_01_PIR=[PH] Main Thruster
- Item_DescAEGS_Idris_Main_02_CIV=[PH] Twin Main Thruster
- Item_DescAEGS_Idris_Main_02_MIL=[PH] Twin Main Thruster
- Item_DescAEGS_Idris_Main_02_PIR=[PH] Twin Main Thruster
- Item_DescAEGS_Idris_Main_Fixed_01_CIV=[PH] Main Thruster
- Item_DescAEGS_Idris_Main_Fixed_01_MIL=[PH] Main Thruster
- Item_DescAEGS_Idris_Main_Fixed_01_PIR=[PH] Main Thruster
- Item_DescAEGS_Idris_Mav_Fixed_CIV=[PH] Fixed Mav Thruster
- Item_DescAEGS_Idris_Mav_Fixed_MIL=[PH] Fixed Mav Thruster
- Item_DescAEGS_Idris_Mav_Fixed_PIR=[PH] Fixed Mav Thruster
- item_DescAEGS_Idris_Pilot_seat=[PH] AEGS Idris Pilot Seat
- item_DescAEGS_Idris_Rack=[PH] AEGS Idris Missile Rack
- Item_DescAEGS_Idris_Retro_CIV=[PH] Retro Thruster
- Item_DescAEGS_Idris_Retro_MIL=[PH] Retro Thruster
- Item_DescAEGS_Idris_Retro_PIR=[PH] Retro Thruster
- item_DescAEGS_Idris_Turret=[PH] AEGS Idris Turret
- item_DescAEGS_Idris_Turret_Base=[PH] AEGS Idris Turret
- item_DescAEGS_Idris_Turret_Seat=[PH] AEGS Idris Turret Seat
- item_DescAEGS_Idris_Weapons_Seat=[PH] AEGS Idris Weapons Seat
- item_DescAEGS_Javelin_Copilot_Seat=[PH] AEGS Javelin Co-Pilot Seat
- item_DescAEGS_Javelin_Joint_Thruster=[PH] AEGS Javelin Joint Thruster
- item_DescAEGS_Javelin_Joint_Thruster_Small=[PH] AEGS Javelin Small Joint Thruster
- item_DescAEGS_Javelin_MainEngine=[PH] AEGS Javelin Main Engine
- item_DescAEGS_Javelin_Pilot_Seat=[PH] AEGS Javelin Pilot Seat
- item_DescAEGS_Javelin_Retro_Thruster=[PH] AEGS Javelin Retro Thruster
- item_DescAEGS_Javelin_SupportEngine=[PH] AEGS Javelin Support Engine
- item_DescAEGS_Javelin_Turret=[PH] AEGS Javelin Turret
- item_DescAEGS_Javelin_Turret_Base=[PH] AEGS Javelin Turret
- item_DescAEGS_Raven_CML_Chaff=[PH] AEGS Sabre Raven - Chaff Launcher
- item_DescAEGS_Raven_CML_Flare=[PH] AEGS Sabre Raven - Flare Launcher
- item_DescAEGS_Redeemer_shop=Manufacturer: Aegis Dynamics\nFocus: Gunship\n\nNow you can own the Next Great Starship! Designed by Star Citizen's backers, the Aegis Redeemer is a powerful fighting ship capable of holding its own in combat with a powerful weapons payload. Dotted with turrets and missiles, the Redeemer also doubles as an armored landing craft capable of delivering armored soldiers for first person combat!
- item_DescAEGS_Retaliator_Cockpit_Seat=[PH] AEGS Retaliator Cockpit Seat
- item_DescAEGS_Retaliator_Engineer_Console=[PH] Aegis Retaliator Engineering Control Station
- item_DescAEGS_Retaliator_LandingSystem=[PH] AEGS Retaliator Landing System
- item_DescAEGS_Retaliator_MultiLight=[PH] AEGS Retaliator External Lights
- item_DescAEGS_Retaliator_shop=Manufacturer: Aegis Dynamics\nFocus: Heavy Bomber\n\nThis civilian refit of the Retaliator trades the ship's massive torpedo bays for equally massive cargo capacity.
- item_DescAEGS_Retaliator_Turret=[PH] Aegis Retaliator Turret
- item_DescAEGS_Retaliator_Turret_Base=[PH] Aegis Retaliator Turret
- item_DescAEGS_Retaliator_Turret_Seat=[PH] AEGS Retaliator Turret Seat
- item_DescAEGS_S1_Rack_x2=Manufacturer: Aegis\nItem Type: Missile Rack\nSize: 2\nMissiles: 2xS1\n\nDesigned for compatible Aegis ships, the Double Platform will carry two S1 missiles and sync seamlessly with the weapons system for reliable launch every time.
- item_DescAEGS_S2_Rack_x1=Designed for compatible Aegis ships, the Single Platform will carry one S2 missile and sync seamlessly with the weapons system for reliable launch every time.
- item_DescAEGS_S2_Rack_x2=Designed for compatible Aegis ships, the Double Platform will carry two S2 missiles and sync seamlessly with the weapons system for reliable launch every time.
- item_DescAEGS_S2_Rack_x3=Designed for compatible Aegis ships, the Triple Platform will carry three S2 missiles and sync seamlessly with the weapons system for reliable launch every time.
- item_DescAEGS_S2_Rack_x4=Designed for compatible Aegis ships, the Quad Platform will carry four S2 missiles and sync seamlessly with the weapons system for reliable launch every time.
- item_DescAEGS_S3_Rack_x1=Designed for compatible Aegis ships, the Single Platform will carry one S3 missile.
- item_DescAEGS_Sabre_CML_Chaff=[PH] AEGS Sabre - Chaff Launcher
- item_DescAEGS_Sabre_CML_Flare=[PH] AEGS Sabre - Flare Launcher
- item_DescAEGS_Sabre_Cockpit_Seat=[PH] AEGS Sabre Cockpit Seat
- item_DescAEGS_Sabre_LandingSystem=[PH] AEGS Sabre Landing System
- item_DescAEGS_Sabre_Main=AEGS Sabre Main Thruster
- item_DescAEGS_Sabre_mav_Joint_01=AEGS Sabre Omni Thruster
- item_DescAEGS_Sabre_mav_Joint_02=AEGS Sabre Rotational Thruster
- item_DescAEGS_Sabre_MultiLight=[PH] AEGS Sabre External Lights
- item_DescAEGS_Sabre_Retro=AEGS Sabre Retro Thruster
- item_DescAEGS_Test_ADS=[PH] AEGS 1000 ADS Computer
- item_DescAEGS_Test_CPU=[PH] AEGS 1000 CPU
- item_DescAEGS_Test_Motherboard=[PH] AEGS 1000 Motherboard
- item_DescAEGS_Test_TC=[PH] AEGS 1000 Targeting Computer
- item_DescAEGS_Test_WC=[PH] AEGS Weapons Control
- item_DescAEGS_Thruster_Fixed_Antaeus= [PH] Aegis Antaeus Main Engine
- item_DescAEGS_Thruster_Fixed_Hermes= [PH] Aegis Hermes Fixed Thruster
- item_DescAEGS_Thruster_Fixed_Idris=[PH] AEGS Idris Fixed Thruster
- item_DescAEGS_Thruster_Fixed_Vanguard=[PH] AEGS Vanguard Fixed Thruster
- item_DescAEGS_Thruster_Joint_Hercules=[PH] Aegis Hercules Thruster
- item_DescAEGS_Thruster_Joint_Samson=[PH] Aegis Samson Thruster
- item_DescAEGS_Thruster_Joint_Vanguard=[PH] AEGS Vanguard Joint Thruster
- item_DescAEGS_Thruster_Retro_Idris=[PH] AEGS Idris Retro Thruster
- item_DescAEGS_Thruster_Retro_Ixion=[PH] Aegis Ixion Retro Thruster
- item_DescAEGS_Vanguard_Cockpit_Seat=[PH] AEGS Vanguard Cockpit Seat
- item_DescAEGS_Vanguard_Jump_Seat=[PH] AEGS Vanguard Jump Seat
- item_DescAEGS_Vanguard_LandingSystem=[PH] AEGS Vanguard Landing System
- item_DescAEGS_Vanguard_Retro_Thruster=[PH] AEGS Vanguard Retro Thruster
- item_DescAEGS_Vanguard_Turret=[PH] AEGS Vanguard Turret
- item_DescAEGS_Vanguard_Turret_Base=[PH] AEGS Vanguard Turret
- item_DescAEGS_Vanguard_Turret_Seat=[PH] AEGS Vanguard Turret Seat
- item_DescAEGS_XiTech_Pro_Fixed_S3_Q3=[PH] AEGS XiTech Pro Fixed Thruster
- item_DescAEGS_XiTech_Pro_Joint_S3_Q3=[PH] AEGS XiTech Pro Joint Thruster
- item_DescAEGS_XiTech_Pro_Retro_S3_Q3=[PH] AEGS XiTech Pro Retro Thruster
- item_DescAlienFish= A striking kingfish that’s capable of adapting to many types of environments. It was ‘presented’ to Humanity by the Xi’An from their preserves in Ealus System.
- item_DescALST_Retro_S3=[PH] ALST Retro Thruster
- item_DescALST_Stamina_S2_Q3=[PH] ALST Stamina Thruster S2
- item_DescALST_Stamina_S4_Q4=[PH] ALST Stamina Thruster S4
- item_DescAMBX_APAR_BallisticGatling_S4=[PH] APAR Ballistic Gatling S4 Ammo Box
- item_DescAMBX_APAR_MassDriver_S2=[PH] APAR Mass Driver S2 Ammo Box
- item_DescAMBX_BEHR_BallisticCannon_S4_HE=[PH] BEHR Ballistic Autocannon S4 Ammo Box
- item_DescAMBX_BEHR_BallisticRepeater_S2=[PH] BEHR Ballistic Repeater S2 Ammo Box
- item_DescAMBX_BEHR_Flares_16=Manufacturer: Behring\nType: Flares\nCount: 16\n\nThese flare countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
- item_DescAMBX_BEHR_Flares_24=Manufacturer: Behring\nType: Flares\nCount: 24\n\nThese flare countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
- item_DescAMBX_BEHR_Flares_32=Manufacturer: Behring\nType: Flares\nCount: 32\n\nThese flare countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
- item_DescAMBX_BEHR_Flares_40=Manufacturer: Behring\nType: Flares\nCount: 40\n\nThese flare countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
- item_DescAMBX_BEHR_Flares_48=Manufacturer: Behring\nType: Flares\nCount: 48\n\nThese flare countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
- item_DescAMBX_BEHR_Flares_8=Manufacturer: Behring\nType: Flares\nCount: 8\n\nThese flare countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
- item_DescAMBX_GATS_BallisticCannon_S2=[PH] GATS Ballistic Autocannon S2 Ammo Box
- item_DescAMBX_GATS_BallisticCannon_S3=[PH] GATS Ballistic Autocannon S3 Ammo Box
- item_DescAMBX_GATS_BallisticGatling_S2=[PH] GATS Ballistic Gatling S2 Ammo Box
- item_DescAMBX_GATS_BallisticGatling_S3=[PH] GATS Ballistic Gatling S3 Ammo Box
- item_DescAMBX_JOKR_Chaff_16=Manufacturer: Joker\nType: Chaff\nCount: 16\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing chaff countermeasures from Joker.
- item_DescAMBX_JOKR_Chaff_24=Manufacturer: Joker\nType: Chaff\nCount: 24\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing chaff countermeasures from Joker.
- item_DescAMBX_JOKR_Chaff_32=Manufacturer: Joker\nType: Chaff\nCount: 32\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing chaff countermeasures from Joker.
- item_DescAMBX_JOKR_Chaff_40=Manufacturer: Joker\nType: Chaff\nCount: 40\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing chaff countermeasures from Joker.
- item_DescAMBX_JOKR_Chaff_48=Manufacturer: Joker\nType: Chaff\nCount: 48\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing chaff countermeasures from Joker.
- item_DescAMBX_JOKR_Chaff_8=Manufacturer: Joker\nType: Chaff\nCount: 8\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing chaff countermeasures from Joker.
- item_DescAMBX_JOKR_Flares_16=Manufacturer: Joker\nType: Flares\nCount: 16\n\nIf you hate blowing up, Joker's got you covered. These flare countermeasures are just the thing to get IR missiles off your back.
- item_DescAMBX_JOKR_Flares_24=Manufacturer: Joker\nType: Flares\nCount: 24\n\nIf you hate blowing up, Joker's got you covered. These flare countermeasures are just the thing to get IR missiles off your back.
- item_DescAMBX_JOKR_Flares_32=Manufacturer: Joker\nType: Flares\nCount: 32\n\nIf you hate blowing up, Joker's got you covered. These flare countermeasures are just the thing to get IR missiles off your back.
- item_DescAMBX_JOKR_Flares_40=Manufacturer: Joker\nType: Flares\nCount: 40\n\nIf you hate blowing up, Joker's got you covered. These flare countermeasures are just the thing to get IR missiles off your back.
- item_DescAMBX_JOKR_Flares_48=Manufacturer: Joker\nType: Flares\nCount: 48\n\nIf you hate blowing up, Joker's got you covered. These flare countermeasures are just the thing to get IR missiles off your back.
- item_DescAMBX_JOKR_Flares_8=Manufacturer: Joker\nType: Flares\nCount: 8\n\nIf you hate blowing up, Joker's got you covered. These flare countermeasures are just the thing to get IR missiles off your back.
- item_DescAMBX_KBAR_BallisticCannon_S1=[PH] KnightBridge Arms Ballistic Autocannon S1 Ammo Box
- item_DescAMBX_KBAR_BallisticCannon_S2=[PH] KnightBridge Arms Ballistic Autocannon S2 Ammo Box
- item_DescAMBX_KBAR_BallisticCannon_S3=[PH] KnightBridge Arms Ballistic Autocannon S3 Ammo Box
- item_DescAMBX_KLWE_MassDriver_S10=[PH] KLWE Mass Driver S10 Ammo Box
- item_DescAMBX_KLWE_MassDriver_S2=Ammunition case for Klaus & Werner's Sledge II.
- item_DescAMBX_KRIG_BallisticGatling_S2=[PH] KRIG Ballistic Gatling S2 Ammo Box
- item_DescAMBX_KRIG_BallisticGatling_S3=[PH] KRIG Ballistic Gatling S3 Ammo Box
- item_DescAMBX_RSI_BallisticRepeater_S9=[PH] RSI Ballistic Repeater S9 Ammo Box
- item_DescAMBX_TALN_Chaff_16=Manufacturer: Talon\nType: Chaff\nCount: 16\n\nEffectively redirect CS seeking missiles with these chaff countermeasures from Talon.
- item_DescAMBX_TALN_Chaff_24=Manufacturer: Talon\nType: Chaff\nCount: 24\n\nEffectively redirect CS seeking missiles with these chaff countermeasures from Talon.
- item_DescAMBX_TALN_Chaff_32=Manufacturer: Talon\nType: Chaff\nCount: 32\n\nEffectively redirect CS seeking missiles with these chaff countermeasures from Talon.
- item_DescAMBX_TALN_Chaff_40=Manufacturer: Talon\nType: Chaff\nCount: 40\n\nEffectively redirect CS seeking missiles with these chaff countermeasures from Talon.
- item_DescAMBX_TALN_Chaff_48=Manufacturer: Talon\nType: Chaff\nCount: 48\n\nEffectively redirect CS seeking missiles with these chaff countermeasures from Talon.
- item_DescAMBX_TALN_Chaff_8=Manufacturer: Talon\nType: Chaff\nCount: 8\n\nEffectively redirect CS seeking missiles with these chaff countermeasures from Talon.
- item_DescAmmoBox_20mm_Tungsten_AMMO=Contains 20mm ammunition for ballistic weapons.
- item_DescAmmobox_AEGS_Avenger_Flares=[PH] AEGS Avenger Flares Ammo
- item_DescAmmoBox_AEGS_Flares=[PH] AEGS Flare Ammo
- item_DescAmmobox_AEGS_Flares_Tutorial=[PH] AEGS Flare Ammo
- item_DescAmmoBox_ANVL_Flares=Contains flare countermeasures.
- item_DescAmmobox_ANVL_Hornet_F7C_Flares=[PH] ANVL Hornet F7C Flares Ammo
- item_DescAmmobox_ANVL_Hornet_F7CM_Flares=[PH] ANVL Hornet F7CM Flares Ammo
- item_DescAmmobox_ANVL_Hornet_FC7R_Flares=[PH] ANVL Hornet F7CR Flares Ammo
- item_DescAmmobox_Ballistic_1000rd_20mm=[PH] Ballistic ammo, 1000 20mm rounds
- item_DescAmmobox_Ballistic_120rd_106mm_exp=[PH] Ballistic explosive ammo, 120 106mm rounds
- item_DescAmmobox_Ballistic_120rd_40mm=[PH] Ballistic ammo, 120 40mm rounds
- item_DescAmmobox_Ballistic_120rd_60mm=[PH] Ballistic ammo, 120 60mm rounds
- item_DescAmmobox_Ballistic_150rd_35mm=[PH] Ballistic ammo, 150 35mm rounds
- item_DescAmmobox_Ballistic_180rd_60mm=[PH] Ballistic ammo, 180 60mm rounds
- item_DescAmmobox_Ballistic_200rd_25mm=[PH] Ballistic ammo, 200 25mm rounds
- item_DescAmmoBox_Ballistic_20mm_AMMO=[PH] 20mm Ammo Box
- item_DescAmmobox_Ballistic_240rd_40mm=[PH] Ballistic ammo, 240 40mm rounds
- item_DescAmmobox_Ballistic_240rd_60mm=[PH] Ballistic ammo, 240 60mm rounds
- item_DescAmmoBox_Ballistic_24mm=Contains 24mm ammunition for ballistic weapons.
- item_DescAmmobox_Ballistic_250rd_20mm=[PH] Ballistic ammo, 250 20mm rounds
- item_DescAmmoBox_Ballistic_25mm_AMMO=Contains 25mm ammunition for ballistic weapons.
- item_DescAmmobox_Ballistic_300rd_35mm=[PH] Ballistic ammo, 300 35mm rounds
- item_DescAmmobox_Ballistic_30rd_1000mm_rail=[PH] Ballistic rail ammo, 30 1000mm rounds
- item_DescAmmoBox_Ballistic_35mm_AMMO=Contains 35mm ammunition for ballistic weapons.
- item_DescAmmobox_Ballistic_360rd_40mm=[PH] Ballistic ammo, 360 40mm rounds
- item_DescAmmobox_Ballistic_400rd_25mm=[PH] Ballistic ammo, 400 25mm rounds
- item_DescAmmobox_Ballistic_450rd_35mm=[PH] Ballistic ammo, 450 35mm rounds
- item_DescAmmobox_Ballistic_480rd_40mm=[PH] Ballistic ammo, 480 40mm rounds
- item_DescAmmobox_Ballistic_500rd_1000mm=[PH] Ballistic ammo, 500 1000mm rounds
- item_DescAmmobox_Ballistic_500rd_20mm=[PH] Ballistic ammo, 500 20mm rounds
- item_DescAmmobox_Ballistic_500rd_40mm_5km_exp=[PH] Ballistic explosive ammo, 500 20mm rounds
- item_DescAmmobox_Ballistic_500rd_40mm_exp=[PH] Ballistic explosive ammo, 500 20mm rounds
- item_DescAmmobox_Ballistic_50mm=[PH] Ballistic ammo, 50mm rounds
- item_DescAmmoBox_Ballistic_50mm_AMMO=Contains 50mm ammunition for ballistic weapons.
- item_DescAmmobox_Ballistic_600rd_25mm=[PH] Ballistic ammo, 600 25mm rounds
- item_DescAmmobox_Ballistic_600rd_35mm=[PH] Ballistic ammo, 600 35mm rounds
- item_DescAmmoBox_Ballistic_60mm_AMMO=Contains 60mm ammunition for ballistic weapons.
- item_DescAmmobox_Ballistic_60rd_60mm=[PH] Ballistic ammo, 60 60mm rounds
- item_DescAmmobox_Ballistic_60rd_60mm_rail=[PH] Ballistic rail ammo, 60 60mm rounds
- item_DescAmmobox_Ballistic_60rd_80mm_rail=[PH] Ballistic rail ammo, 60 80mm rounds
- item_DescAmmobox_Ballistic_750rd_20mm=[PH] Ballistic ammo, 750 20mm rounds
- item_DescAmmobox_Ballistic_750rd_30mm=[PH] Ballistic ammo, 750 30mm rounds
- item_DescAmmobox_Ballistic_800rd_25mm=[PH] Ballistic ammo, 800 25mm rounds
- item_DescAmmobox_Ballistic_KRIG_20mm=[PH] KRIG Ballistic ammo, 20mm rounds
- item_DescAmmobox_Ballistic_KRIG_25mm=[PH] KRIG Ballistic ammo, 25mm rounds
- item_DescAmmobox_JOKR_Defcon_Flares=[PH] JOKR Defcon Flares Ammo
- item_DescAmmobox_ORIG_300i_Flares=[PH] ORIG 300i Flares Ammo
- item_DescAmmobox_ORIG_315p_Flares=[PH] ORIG 315p Flares Ammo
- item_DescAmmobox_ORIG_325a_Flares=[PH] ORIG 325a Flares Ammo
- item_DescAmmobox_ORIG_350r_Flares=[PH] ORIG 350r Flares Ammo
- item_DescAmmoBox_ORIG_Flares=[PH] ORIG Flare Ammo Box
- item_DescAmmobox_ORIG_M50_Flares=[PH] ORIG M50 Flares Ammo
- item_Descammobox_pistol=[PH] Pistol Ammo Box
- item_Descammobox_rifle=[PH] Rifle Ammo Box
- item_DescAmmobox_Rocket=[PH] Rocket Ammo
- item_DescAmmobox_RSI_Aurora_CL_Flares=[PH] RSI Aurora CL Flares Ammo
- item_DescAmmobox_RSI_Aurora_ES_Flares=[PH] RSI Aurora ES Flares Ammo
- item_DescAmmobox_RSI_Aurora_LN_Flares=[PH] RSI Aurora LN Flares Ammo
- item_DescAmmobox_RSI_Aurora_LX_Flares=[PH] RSI Aurora LX Flares Ammo
- item_DescAmmobox_RSI_Aurora_MR_Flares=[PH] RSI Aurora MR Flares Ammo
- item_DescAmmoBox_RSI_Flares=[PH] RSI Flare Ammo Box
- item_DescAmmobox_VNCL_Glaive_Flares=[PH] VNCL Glaive Flares Ammo
- item_DescAmmobox_VNCL_Scythe_Flares=[PH] VNCL Scythe Flares Ammo
- item_DescAmmobox_XIAN_Scout_Flares=[PH] XIAN Scout Flares Ammo
- item_DescAmmoCrate=Refill your energy and ballistic ammunition.
- item_DescAMRS_LaserCannon_S1=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 1\n\nThe Omnisky III is the base model in A&R's line of laser autocannons for small ships and has a comparable rate of fire, damage output and range to other weapons in its size class. It uses mid-grade components in its design, offering a marked increase in power efficiency over some of its less expensive competitors.
- item_DescAMRS_LaserCannon_S2=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 2\n\nThe Omnisky VI is the mid-sized laser autocannon from manufacturer A&R. It boasts increased damage and range and power consumption over its smaller brother, the Omnisky III, and utilizes many of the same components resulting in middle-of-the-road power efficiency.
- item_DescAMRS_LaserCannon_S3=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 3\n\nThe Omnisky IX is the size three version of Amon & Reese's popular laser autocannon. The weapon's low rate of fire is offset by its effective range, which allows it to deliver a powerful shot from afar.
- item_DescAMRS_LaserCannon_S4=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 4\n\nAmon & Reese's dependable line of laser autocannons continues with the Omnisky XII. Though slow firing, this size four laser is able to efficiently deliver devastating laser beam blasts from a considerable range.
- item_DescAMRS_LaserCannon_S5=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 5\n\nAmon & Reese's reputation for making powerful and reliable weapons is embodied by their Omnisky line of laser autocannons. The Omnisky XV is the size five version of the weapon that's helped defend the Empire for centuries.
- item_DescAMRS_LaserCannon_S6=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 6\n\nNicknamed 'Augustus' by Amon & Reese engineers after the Roman Emperor who founded the notable 'Eighteenth Legion,' this massive size six laser autocannon hits hard over great distances, making the Omnisky XVIII an effective way to keep enemies at bay.
- item_DescAMRS_ScatterGun_S3=Manufacturer: Amon & Reese Co.\nItem Type: Plasma Scattergun\nSize: 3\n\nYou ship will spread havoc with A&R’s PyroBurst plasma shotgun. Effective in close quarters, the PyroBurst sprays self-detonating plasma projectiles, sacrificing pinpoint accuracy for area saturation.
- item_DescANVIL_Hornet_F7C_shop=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nTo the enemy, it is a weapon never to be underestimated. To allies, it's a savior. The F7C Hornet is the same dependable and resilient multi-purpose fighter that has become the face of the UEE Navy. The F7C is the foundation to build on and meet whatever requirements you have in mind.
- item_DescANVL_Arrow_Turret=Manufacturer: Anvil Aerospace\n\nThe Gestonne turret system for Anvil's Arrow allows precise independent tracking of targets and features mounts for two Size-1 weapons.
- item_DescANVL_CML_Chaff=[PH] ANVL Chaff Launcher
- item_DescANVL_CML_Flare=[PH] ANVL Flare Launcher
- item_DescANVL_Cockpit_Audio=[PH] ANVL Cockpit Audio
- item_DescANVL_Crucible_Seat=[PH] ANVL Crucible Seat
- item_DescANVL_F7A_CML_Chaff=[PH] ANVL Hornet F7A - Chaff Launcher
- item_DescANVL_F7A_CML_Flare=[PH] ANVL Hornet F7A - Flare Launcher
- item_DescANVL_F7A_FuelIntake=[PH] ANVL Hornet F7A Fuel Intake
- item_DescANVL_Fixed_Mount_Hornet_Ball_S4=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 5\n\nA ‘special mission’ weapon mount from Flashfire Systems designed to allow the Hornet to attach weapons one size smaller than the hardpoint the VariPuck is mounting to.
- item_DescANVL_Flex_MK2=[PH] ANVL Flex MK2 Thruster
- item_DescANVL_Flex_MK3=[PH] ANVL Flex MK3 Thruster
- item_DescANVL_FuelIntake=[PH] ANVL Fuel Intake
- item_DescANVL_FuelTank_F7A=[PH] ANVL Hornet F7A Fuel Tank
- item_DescANVL_Gladiator_CML_Chaff=[PH] ANVL Gladiator - Chaff Launcher
- item_DescANVL_Gladiator_CML_Flare=[PH] ANVL Gladiator - Flare Launcher
- item_DescANVL_Gladiator_CoPilot_Ejection_Seat=[PH] ANVL Gladiator Co-Pilot Ejection Seat
- item_DescANVL_Gladiator_Ejection_Seat=[PH] ANVL Gladiator Pilot Ejection Seat
- item_DescANVL_Gladiator_LandingSystem=[PH] ANVL Gladiator Landing System
- item_DescANVL_Gladiator_Multilight=[PH] ANVL Gladiator External Lights
- item_DescANVL_Gladiator_Turret_Ball_S2_Q2=[PH] ANVL Gladiator ball turret
- item_DescANVL_Hornet_BallTurret_Lights=[PH] ANVL Hornet Ball Turret External Lights
- item_DescANVL_Hornet_Ejection_Seat=[PH] ANVL Hornet Ejection Seat
- item_DescANVL_Hornet_Ejection_Seat_CoPilot=[PH] ANVL Hornet Co-Pilot Ejection Seat
- item_DescANVL_Hornet_Ejection_Seat_F7A=[PH] ANVL Hornet F7A Ejection Seat
- item_DescANVL_Hornet_F7C_Ball_Turret=[PH] C4-160f S5 Hornet Ball Turret
- item_DescANVL_Hornet_F7C_Nose_Turret=[PH] ANVL Hornet F7C Nose Turret
- item_DescANVL_Hornet_F7CR_shop=Manufacturer: Anvil Aerospace\nFocus: Pathfinder\n\nIf the Ghost is made to hide, the Tracker is made to seek. The F7C-R Tracker boasts an advanced radar suite making it ideal for deep-space explorers who require depth and accuracy in their scan packages. Local militia and larger merc units will also repurpose Trackers to act as mobile C&C ships for their squadrons.
- item_DescANVL_Hornet_F7CS_shop=Manufacturer: Anvil Aerospace\nFocus: Stealth Fighter\n\nThrough a combination of low-emission drives, low-draw weapons, and Void Armor technology capable of diffusing scans, the F7C-S Ghost is built for the pilot who wants to keep a low profile. The Ghost is capable of slipping past the most ardent of observers to accomplish whatever goal you need to accomplish. Don't worry, we won't ask.
- item_DescANVL_Hornet_LandingSystem=[PH] ANVL Hornet Landing System
- item_DescANVL_Hornet_Lights=[PH] ANVL Hornet External Lights
- item_DescANVL_Hornet_Multilight=[PH] ANVL Hornet External Lights
- item_DescANVL_Joint_MK2=[PH] ANVL Joint MK2 Thruster
- item_DescANVL_Joint_MK3=[PH] ANVL Joint MK3 Thruster
- item_DescANVL_Lightning_F8_Turret=[PH] Anvil Lightning F8 Turret
- item_DescANVL_S1_Rack_x4=[PH] ANVL Quad S1 Missile Rack
- item_DescANVL_S2_Rack_x2=[PH] ANVL Double S2 Missile Rack
- item_DescANVL_S3_Rack_x1=[PH] ANVL Single S3 Missile Platform
- item_DescANVL_S5_Rack_x2=Talon Weapon Systems Belly Bay Pylon Mount, Max Size 5
- item_DescANVL_Terrapin_Nose_Turret=[PH] ANVL Terrapin Nose Mount
- item_DescANVL_Test_ADS=[PH] ANVL 1000 ADS Computer
- item_DescANVL_Test_CPU=[PH] ANVL 1000 CPU
- item_DescANVL_Test_Motherboard=[PH] ANVL1000 Motherboard
- item_DescANVL_Test_TC=[PH] ANVL 1000 Targeting Computer
- item_DescANVL_Test_WC=[PH] ANVL Weapons Control
- item_DescAPAR_BallisticGatling_S4=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Gatling\nSize: 4\n\nIf it ain’t broke, don’t fix it. And if you want it broke, aim a Revenant at it. Solidly built on a foundation of centuries-old tech, Apocalypse Arms puts an innovative spin on battle-tested designs to create a rugged ballistic Gatling that can steadily hurtle death across the void. Though it’s slow to spin up and cool down, the Revenant’s dependability makes it a favorite for those expecting to find trouble.
- item_DescAPAR_BallisticGatling_S6=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Gatling\nSize: 6\n\nReminiscent of a bygone era of space combat, this brutal size six ballistic Gatling from Apocalypse Arms is a very deliberate weapon. Take a moment as the Draugar's drum spins up to speed to savor the ruin and destruction that you are about unleash.
- item_DescAPAR_BallisticRepeater_S4=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Repeater\nSize: 4\n\nApocalypse Arms' Shade repeater is a semi-automatic ballistic weapon, capable of providing sustained, accurate fire on target. Its multiple barrels allow the Shade to have an increased rate of fire over similar weapons of its class.
- item_DescAPAR_BallisticRepeater_S5=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Repeater\nSize: 5\n\nWhen you need to send a message loud and clear, you'd be hard pressed to find a more intimidating courier than the Eventide. This size five ballistic repeater from Apocalypse Arms provides sustained, accurate fire with enough stopping power to equalize any fight.
- item_DescAPAR_BallisticRepeater_S6=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Repeater\nSize: 6\n\nRain down devastation with Apocalypse Arms' Nightfall ballistic repeater. This massive size six gun offers punishment at distance and up close, unleashing higher caliber rounds than other repeaters of its size.
- item_DescAPAR_BallisticScatterGun_S1=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 1\n\nSow dread across the battlefield with the Havoc from Apocalypse Arms. This size one scattergun deals massive damage at close range, making it the perfect weapon for finishing a fight.
- item_DescAPAR_BallisticScatterGun_S1_Shark=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 1\n\nWith its devastating effectiveness at close range, the exclusive Sharkmouth Edition Havoc Scattergun from Apocalypse Arms features aggressive styling that is sure to make a lasting impression on your enemies as you unleash fire and hell.
- item_DescAPAR_BallisticScatterGun_S2=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 2\n\nApocalypse Arms' Hellion is a size two scattergun that saturates targets with ballistic ammo in close quarters. The gun's smart ammo functionality allows it to switch between standard and specialty rounds.
- item_DescAPAR_BallisticScatterGun_S2_Shark=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 2\n\nWith its devastating effectiveness at close range, the exclusive Sharkmouth Edition Hellion Scattergun from Apocalypse Arms features aggressive styling that is sure to make a lasting impression on your enemies as you unleash fire and hell.
- item_DescAPAR_BallisticScatterGun_S3=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 3\n\nThe Predator scattergun preys upon nearby opponents with an overwhelming barrage of ballistic ammo. The size three version of Apocalypse Arms' feared scattergun trades effective range for a wide spread.
- item_DescAPAR_BallisticScatterGun_S3_Shark=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 3\n\nWith its devastating effectiveness at close range, the exclusive Sharkmouth Edition Predator Scattergun from Apocalypse Arms features aggressive styling that is sure to make a lasting impression on your enemies as you unleash fire and hell.
- item_DescAPAR_MassDriver_S2=Manufacturer: Apocalypse Arms\nItem Type: Mass Driver\nSize: 2\n\nIt always pays to be prepared, and if misfortune ever does strike, you’re going to be glad you have an Apocalypse Arms Strife Mass Driver handy. Its electromagnetic accelerators may be a little power hungry, but it makes up for it with how rapidly it can fire its high velocity projectiles. Watching it tear through your target is enough to make any bad day a little bit better. Just be careful not to let it overheat.
- item_Descapar_melee_01=Manufacturer: Apocalypse Arms\nItem Type: Knife\nClass: Melee\n\nSize: 15 cm\n\nThe Demon Fang is a simple yet sinister split blade knife supported by a sturdy and lightly textured handle. Vibrant red cutting edges highlight the knife's unusual and intimidating look, guaranteeing to give anyone second thoughts about getting in its way.
- item_Descapar_special_ballistic_01=Manufacturer: Apocalypse Arms\nItem Type: Railgun\nClass: Ballistic\n\nMagazine Size: 10\nRate Of Fire: 60 rpm\nEffective Range: 200 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (S4)\n\nEqually devastating to larger threats and hostile vehicles, this shoulder mounted railgun from Apocalypse Arms uses electromagnets to deliver its payload accurately over great distances, making it the Scourge of land, air and space.
- item_Descapar_special_ballistic_01_black02=Manufacturer: Apocalypse Arms\nItem Type: Railgun\nClass: Ballistic\n\nMagazine Size: 10\nRate Of Fire: 60 rpm\nEffective Range: 200 m\n\nEqually devastating to larger threats and hostile vehicles, this shoulder mounted railgun from Apocalypse Arms uses electromagnets to deliver its payload accurately over great distances, making it the Scourge of land, air and space.
- item_Descapar_special_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 10\n\nThis magazine holds the large specially designed .937 caliber tungsten sabot rounds fired by the Apocalypse Arms Scourge railgun.
- item_Descapar_special_ballistic_01_tan01=Manufacturer: Apocalypse Arms\nItem Type: Railgun\nClass: Ballistic\n\nMagazine Size: 10\nRate Of Fire: 60 rpm\nEffective Range: 200 m\n\nEqually devastating to larger threats and hostile vehicles, this shoulder mounted railgun from Apocalypse Arms uses electromagnets to deliver its payload accurately over great distances, making it the Scourge of land, air and space.
- item_Descapar_special_ballistic_02=Manufacturer: Apocalypse Arms\nItem Type: Missile Launcher\nClass: Ballistic\n\nMagazine Size: 3\nRate Of Fire: 300 rpm (3 shot burst)\nEffective Range: 2 km\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nLift the Animus onto your shoulder and level the opposition on the battlefield. This missile launcher from Apocalypse Arms features a rotating barrel that quickly fires three missiles, making it the perfect weapon to obliterate ground forces or damage vehicles and small ships. When you need to sow destruction to save yourself, you can trust Apocalypse Arms to deliver.
- item_Descapar_special_ballistic_02_mag=Item Type: Magazine\nCapacity: 3\n\nThis magazine for the Animus missile launcher holds three missiles.
- item_descArchimedes_Paint_P72=P-72 Archimedes Standard Paint Job
- item_DescARCO_ArcDuo_400_engine_Freelancer=ArcCorp's Arc Duo 400 was recently named one of Whitley's Ten Best Commercial Grade Thruster value buys. Designed to handle the payload requirements of larger class vessels, the Arc Duo 400 continues ArcCorp's design philosophy of lower signature and better efficiency.
- item_DescArenaCommanderShipUI=<-=MISSING=->
- item_DescARGO_MPUV_Aux_Fixed_01=[PH] Fixed Mav Thruster
- item_DescARGO_MPUV_Aux_Fixed_02=[PH] Fixed Mav Thruster
- item_DescARGO_MPUV_Aux_Fixed_03=[PH] Fixed MavThruster
- item_DescARGO_MPUV_LandingSystem=[PH] ARGO MPUV Landing System
- item_Descarma_barrel_comp_s1=Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 1\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator1. ArmaMod's expertly designed S1 barrel attachment efficiently expels gasses to keep every shot on target.
- item_Descarma_barrel_comp_s2=Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod's expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target.
- item_Descarma_barrel_comp_s3=Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 3\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator3. ArmaMod's expertly designed S3 barrel attachment efficiently expels gasses to keep every shot on target.
- item_Descarma_barrel_flhd_s1=Manufacturer: ArmaMod\nType: Flash Hider\nAttachment Point: Barrel\nSize: 1\n\nThe Veil Flash Hider1 is an S1 flash hider from ArmaMod. Designed to reduce muzzle flash, it will help keep your position hidden once the action begins.
- item_Descarma_barrel_flhd_s2=Manufacturer: ArmaMod\nType: Flash Hider\nAttachment Point: Barrel\nSize: 2\n\nThe Veil Flash Hider2 is an S2 flash hider from ArmaMod. Designed to reduce muzzle flash, it will help keep your position hidden once the action begins.
- item_Descarma_barrel_flhd_s3=Manufacturer: ArmaMod\nType: Flash Hider\nAttachment Point: Barrel\nSize: 3\n\nThe Veil Flash Hider3 is an S3 flash hider from ArmaMod. Designed to reduce muzzle flash, it will help keep your position hidden once the action begins.
- item_Descarma_barrel_stab_s1=Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nReduce energy weapon recoil with the Emod Stabilizer1. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
- item_Descarma_barrel_stab_s2=Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nReduce energy weapon recoil with the Emod Stabilizer2. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
- item_Descarma_barrel_stab_s3=Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 3\n\nReduce energy weapon recoil with the Emod Stabilizer3. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
- item_Descarma_barrel_supp_s1=Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 1\n\nStrike silently with the Tacit Supressor1. ArmaMod uses a proprietary ceramic coating inside the suppressor to ensure the sound of gunfire remains minimal.
- item_Descarma_barrel_supp_s2=Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 2\n\nStrike silently with the Tacit Supressor2. ArmaMod uses a proprietary ceramic coating inside the suppressor to ensure the sound of gunfire remains minimal.
- item_Descarma_barrel_supp_s3=Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 3\n\nStrike silently with the Tacit Supressor3. ArmaMod uses a proprietary ceramic coating inside the suppressor to ensure the sound of gunfire remains minimal.
- item_DescARMR_AEGS_Avenger_Stalker=[PH] Avenger Stalker Ship Armor
- item_DescARMR_AEGS_Avenger_Titan=[PH] Avenger Titan Ship Armor
- item_DescARMR_AEGS_Avenger_Warlock=[PH] Avenger Warlock Ship Armor
- item_DescARMR_AEGS_Gladius=[PH] Gladius Ship Armor
- item_DescARMR_AEGS_Hammerhead=[PH] Hammerhead Ship Armor
- item_DescARMR_AEGS_Idris=[PH] Idris Ship Armor
- item_DescARMR_AEGS_Retaliator=[PH] Retaliator Ship Armor
- item_DescARMR_AEGS_Sabre=[PH] Sabre Ship Armor
- item_DescARMR_AEGS_SabreRaven=Sabre Raven Ship Armor
- item_DescARMR_AEGS_Vanguard=[PH] Vanguard Ship Armor
- item_DescARMR_ANVL_Gladiator=[PH] Gladiator Ship Armor
- item_DescARMR_ANVL_Hornet_F7A=[PH] Hornet F7A Ship Armor
- item_DescARMR_ANVL_Hornet_F7C=[PH] Hornet F7C Ship Armor
- item_DescARMR_ANVL_Hornet_F7CM=[PH] ANVL Bastion Ship Armor
- item_DescARMR_ANVL_Hornet_F7CR=[PH] Hornet F7CR Ship Armor
- item_DescARMR_ANVL_Hornet_F7CS=[PH] ANVL Void Ship Armor
- item_DescARMR_ARGO_MPUV=[PH] ARGO MPUV Ship Armor
- item_DescARMR_CNOU_Mustang_Alpha=[PH] Mustang Alpha Ship Armor
- item_DescARMR_CNOU_Mustang_Beta=[PH] Mustang Beta Ship Armor
- item_DescARMR_CNOU_Mustang_Delta=[PH] CNOU Cavalry Ship Armor
- item_DescARMR_CNOU_Mustang_Gamma=[PH] Mustang Gamma Ship Armor
- item_DescARMR_CNOU_Mustang_Omega=[PH] Mustang Omega Ship Armor
- item_DescARMR_DRAK_Cutlass_Black=[PH] Cutlass Black Ship Armor
- item_DescARMR_KRIG_Merlin=[PH] Merlin Ship Armor
- item_DescARMR_MISC_Freelancer=[PH] Freelancer Ship Armor
- item_DescARMR_MISC_Reliant=[PH] MISC Reliant Ship Armor
- item_DescARMR_MISC_Starfarer=[PH] Starfarer Ship Armor
- item_DescARMR_MISC_Starfarer_Gemini=[PH] Starfarer Gemini Ship Armor
- item_DescARMR_ORIG_300i=[PH] 300i Ship Armor
- item_DescARMR_ORIG_315p=[PH] ORIG 315p Ship Armor
- item_DescARMR_ORIG_325a=[PH] TLSM R5 Ship Armor
- item_DescARMR_ORIG_350r=[PH] 350r Ship Armor
- item_DescARMR_ORIG_M50=[PH] M50 Ship Armor
- item_DescARMR_RSI_Aurora_CL=[PH] Aurora CL Ship Armor
- item_DescARMR_RSI_Aurora_ES=[PH] Aurora ES Ship Armor
- item_DescARMR_RSI_Aurora_LN=[PH] RSI Lorica Ship Armor
- item_DescARMR_RSI_Aurora_LX=[PH] Aurora LX Ship Armor
- item_DescARMR_RSI_Aurora_MR=[PH] Aurora MR Ship Armor
- item_DescARMR_RSI_Constellation_Andromeda=[PH] Constellation Andromeda Ship Armor
- item_DescARMR_VNCL_Blade=[PH] Blade Ship Armor
- item_DescARMR_VNCL_Glaive=[PH] Glaive Ship Armor
- item_DescARMR_VNCL_Scythe=[PH] Scythe Ship Armor
- item_DescARMR_VNCL_Stinger=[PH] Stinger Ship Armor
- item_DescARMR_VNCL_Void=[PH] Void Ship Armor
- item_DescARMR_XIAN_Scout=[PH] Scout Ship Armor
- item_DescASAD_DistortionRepeater_S1=Manufacturer: Associated Science & Development\nItem Type: Distortion Repeater\nSize: 1\n\nPower is the life blood of every ship, and the DR Model-XJ1 from ASD is the ideal choice to bleed hostiles dry. This cutting-edge distortion repeater allows you to disrupt power on targets, disabling threats efficiently.
- item_DescASAD_DistortionRepeater_S2=Manufacturer: Associated Science & Development\nItem Type: Distortion Repeater\nSize: 2\n\nAdvancing the field of distortion weapons, the DR Model-XJ2 repeater from ASD provides tactical energy disruption that will severely limit any targeted ships operational capacity.
- item_DescASAD_DistortionRepeater_S3=Manufacturer: Associated Science & Development\nItem Type: Distortion Repeater\nSize: 3\n\nShutdown hostile actions and target power supplies with the DR Model-XJ3, a well-ranged distortion repeater developed by the advanced weapons research labs of ASD.
- item_DescASAS_SoloShield=Manufacturer: Ascension Astro\n\nAscension Astro's Soloshield is a baseline shield generator, projecting a single-field bubble to offer an additional layer of protection for your ship's hull and armor. The low electromagnetic emissions will also help minimize your ship's presence on scans.
- item_DescASAS_Soloshield_Survival=[PH] ASAS Soloshield Survival
- item_DescAurora_Paint_BigBenny=Take that kacho to go with this official Big Benny paint skin, just don't blame us when you're assaulted by hordes of hungry Humans.
- item_DescAurora_Paint_Blackbeard=Boldly show your true colors with the grinning countenance of the Jolly Roger, letting all know that you do as you please, and are pretty pleased with what you do.
- item_DescAurora_Paint_CrashTest=Keep a lookout with this hazard-themed livery for your Aurora.
- item_DescAurora_Paint_Midnight=Not everybody likes to make a statement when flying around. This Midnight livery features a monochromatic color scheme that oozes elegance and sophistication.
- item_DescAurora_Paint_Pitchfork=Strike fear into the heart of the Vanduul with this Operation Pitchfork livery commemorating the brave pilots who have dedicated their lives to defeating this deadly foe.
- item_DescAurora_Paint_Signature=Celebrate Humanity's freedom from the oppressive Messers with this signature blue-and-white themed livery.
- item_DescAurora_Paint_StarKitten=This custom paintjob features the intrepid lead character of Genady Kuzo's beloved animated series in a sea of bold pink.
- item_DescAurora_Paint_SXSW15=Strike out boldly into the universe with this vibrant color pattern commemorating the iconic 2915 festival that celebrated community spirit and expansion.
- item_DescAurora_Paint_UEE=Your love of the Empire will be clear to all when you emblazon your ship in this patriotic livery, inspiring honor and dedication in those you fly with.
- item_DescAVIO_BEHR_S01_CSR_RP=[PH] BEHR Avionics Motherboard
- item_DescAVIO_CPUB_MITE_Memvio_10b=[PH] memVio 1.0b CPU Booster
- item_DescAVIO_LEGACY_ADS=[PH] ADS Computer
- item_DescAVIO_TGTC_BEHR_TM_4AB=[PH] TM-4AB Targeting Computer
- item_DescAVIO_TGTC_BEHR_TM_4GS=[PH] TM-4GS Targeting Computer
- item_DescAVIO_TGTC_BEHR_TM_4WL=[PH] TM-4WL Targeting Computer
- item_DescAVIO_TGTC_WLOP_F7A=[PH] F7A Targeting Computer
- item_DescAVIO_TGTC_WLOP_P1_Omnitrack=[PH] P1 Omnitrack Targeting Computer
- item_DescAVIO_TGTC_WLOP_P3_Autocompensator=[PH] P3 Autocompensator Targeting Computer
- item_DescAVIO_TGTC_WLOP_P3X_Multilock=[PH] P3X Multilock Targeting Computer
- item_DescBallistic_25mm=<-=MISSING=->
- item_DescBallistic_35mm=<-=MISSING=->
- item_DescBallistic_50mm=<-=MISSING=->
- item_DescBallistic_60mm=<-=MISSING=->
- item_DescBandage=<-=MISSING=->
- item_DescBANU_TachyonCannon_S1=Manufacturer: Banu\nItem Type: Tachyon Cannon\nSize: 1\n\nMade popular by a Banu souli, the Singe tachyon cannon consistently delivers devastating energy damage across vast distances. Though slow to fire, the lightning-fast tachyon projectile strikes targets almost instantaneously, making the Singe a favorite choice for Banu security ships. Although the Banu have long forgotten the origin of this high tech weapon, several unique design choices have led scholars to suspect that the Banu might have appropriated the tech into their culture, instead of inventing it themselves.
- item_DescBANU_TachyonCannon_S2=Manufacturer: Banu\nItem Type: Tachyon Cannon\nSize: 2\n\nMade popular by a Banu souli, the Singe tachyon cannon consistently delivers devastating energy damage across vast distances. Though slow to fire, the lightning-fast tachyon projectile strikes targets almost instantaneously, making the Singe a favorite choice for Banu security ships. Although the Banu have long forgotten the origin of this high tech weapon, several unique design choices have led scholars to suspect that the Banu might have appropriated the tech into their culture, instead of inventing it themselves.
- item_DescBANU_TachyonCannon_S3=Manufacturer: Banu\nItem Type: Tachyon Cannon\nSize: 3\n\nMade popular by a Banu souli, the Singe tachyon cannon consistently delivers devastating energy damage across vast distances. Though slow to fire, the lightning-fast tachyon projectile strikes targets almost instantaneously, making the Singe a favorite choice for Banu security ships. Although the Banu have long forgotten the origin of this high tech weapon, several unique design choices have led scholars to suspect that the Banu might have appropriated the tech into their culture, instead of inventing it themselves.
- item_Descbehr_areadenialsystem_01=Manufacturer: Behring\n\nThe PK-1 is a non-lethal anti-personnel mine that projects a dual-axis concussive and EMP energy to stun opponents and disrupt electronics caught in the blast.
- item_Descbehr_areadenialsystem_01_ammo=The PK-1 is a non-lethal anti-personnel mine that projects a dual-axis concussive and EMP energy to stun opponents and disrupt electronics caught in the blast.
- item_DescBEHR_ASIM09c_Marksman_II=ASIM09c Marksman II
- item_DescBEHR_BallisticCannon_S4=Manufacturer: Behring\nItem Type: Ballistic Cannon\nSize: 4\n\nHurtling high caliber rounds with devastating velocity, Behring’s C-788 Ballistic Autocannon was built to punch through ship armor. Extremely durable with exceptional heat resistance, the “Combine” can handle a heavy workload that, even with the weapon’s slower rate of fire, makes it an ideal choice for taking on larger, less maneuverable targets.
- item_DescBEHR_BallisticCannon_VNG_S2=Manufacturer: Behring\nItem Type: Ballistic Cannon\nSize: 2\n\nBehring designed the CVSA to be their Vanguard only ballistic cannon variant.This weapon features a slower rate of fire delivers a higher velocity round that is ideal for dealing major damage to targets at medium to long ranges.
- item_DescBEHR_BallisticRepeater_S1=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 1\n\nFiring from two barrels, the SW16BR1 "Buzzsaw" can overwhelm aggressors at medium to close range. Behring's expert craftsmanship allows the weapon to engage in sustained firefights before needing a cooldown, making it an excellent entry level ballistic repeater.
- item_DescBEHR_BallisticRepeater_S2=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 2\n\nThe SW16BR2 Sawbuck is Behring’s contribution to the expanding Ballistic Repeater market. Its sequential-firing double barrel configuration offers an effective middle-ground for operators looking for a higher rate of fire than a cannon, but without the fear of overheating that you would get with a gatling.
- item_DescBEHR_BallisticRepeater_S3=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 3\n\nBlast your way out of trouble with this Behring size three ballistic repeater. The SW16BR3 "Shredder" distributes heat across both barrels to keep it firing when needed most. The weapon's shot grouping and damage falloff make it most deadly at medium or close range.
- item_DescBEHR_BallisticRepeater_VNG_S2=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 2\n\nOnly Vanguard owners can equip this unique version of Behring's line of ballistic repeaters to the nose of their ship. The BRVS is carefully calibrated so its ballistic barrage would fire fast enough to provide maximum target saturation while its improved venting reduces frequent overheating.
- item_Descbehr_conc_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nArea of Effect: 15 m\nDamage Type: Non-Lethal (Concussion)\n\nThe Behring AP-7 is a battle-tested and operator approved tool for the field. This non-lethal explosive device is designed to disorient and disable enemy targets, allowing friendlies to safely breach and secure an area. Behring's proprietary reinforced casing construction minimizes the potential for accidental injury or death.
- item_Descbehr_conc_grenade_01_ammo=The AP-7 is a battle-tested and operator approved tool for the field. This non-lethal explosive device is designed to disorient and disable enemy targets, allowing friendlies to safely breach and secure an area. Behring's proprietary reinforced casing construction minimizes the potential for accidental injury or death.
- item_DescBEHR_DistortionCannon_VNG_S2=Manufacturer: Behring\nItem Type: Distortion Cannon\nSize: 2\n\nDisable ships without hurting their crew or cargo with the EVSD from Behring. This distortion cannon features much of the same industry-leading technology used in other Behring weapons, but is specifically designed to be mounted on the nose of an Aegis Vanguard.
- item_DescBEHR_DistortionRepeater_VNG_S2=Manufacturer: Behring\nItem Type: Distortion Repeater\nSize: 2\n\nMess with an aggressor's electrical system with the ATVS from Behring. This disruptive, non-lethal distortion repeater is only compatible with the nose-mount on the Aegis Vanguard.
- item_Descbehr_emp_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nArea of Effect: 20 m\nDamage Type: Non-Lethal (EMP)\n\nBehring’s EP5 grenade produces a controlled electromagnetic burst to disrupt unshielded electronics for a short time, making it an invaluable addition to the loadout of military and law enforcement operators.
- item_Descbehr_emp_grenade_01_ammo=Behring’s EP5 grenade produces a controlled electromagnetic burst to disrupt unshielded electronics for a short time, making it an invaluable addition to the loadout of military and law enforcement operators.
- item_Descbehr_frag_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nArea of Effect: 20 m\nDamage Type: Frag\n\nA continuation of the iconic hand grenade first produced by Behring in 2894, the MK-4 is an anti-personnel fragmentation grenade capable of saturating the kill-zone with lethal projectiles and a devastating concussive blast.
- item_Descbehr_frag_grenade_01_ammo=A continuation of the iconic hand grenade first produced by Behring in 2894, the MK4 is an anti-personnel fragmentation grenade capable of saturating the kill-zone with lethal projectiles and a devastating concussive blast.
- item_Descbehr_grav_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nDamage Type: Non-Lethal\n\nThe Behring DS-12 is the latest in pacification technology, delivering a non-lethal force push intended to displace opponents in low or zero gravity situations.
- item_Descbehr_grav_grenade_01_ammo=The DS12 is the latest in pacification technology, delivering a non-lethal force push intended to displace opponents in low or zero gravity situations.
- item_Descbehr_hmg_ballistic_01=Manufacturer: Behring\nItem Type: HMG\nClass: Ballistic\n\nMagazine Size: 80\nRate Of Fire: 400 rpm\nEffective Range: 60 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (S4)\n\nBehring's vaunted craftsmanship and use of precision parts means the FS-9H heavy machine gun can withstand the heat of battle while still packing a potent punch. With a slow and steady rate of automatic fire, the FS-9H blasts 7mm ballistic shells that remain effective at distances up to 60 meters.
- item_Descbehr_hmg_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 80\n\nThis magazine for the Behring FS-9H HMG holds eighty 7mm rounds.
- item_DescBEHR_LaserCannon_S1=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 1\n\nThe M3A is Behring's entry level laser autocannon. The autocannon configuration offers modest damage per projectile and a fairly low rate of fire. As the most basic offering in Behring's weapons lineup, it features low power consumption, but poor power efficiency. It makes up ground for its shortcomings by being cheap, a feature many pilots are looking for when outfitting their ships on a budget.
- item_DescBEHR_LaserCannon_S2=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 2\n\nThe M4A is Behring's second tier laser autocannon. Its bigger size means more power consumption in exchange for packing a bigger punch. Fire rate and power efficiency are comparable to the M3A model.
- item_DescBEHR_LaserCannon_S3=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 3\n\nWhen energy autocannons are designed, Behring's M5A provides the standard to which they are measured against, owing to its long range of engagement and low damage fallout.
- Item_DescBEHR_LaserCannon_S4=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 4\n\nBehring's M6A is a versatile high velocity energy autocannon, designed to provide to keep your enemy at range without sacrificing your stopping power.
- item_DescBEHR_LaserCannon_S5=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 5\n\nThis versatile long distance energy autocannon is the latest in Behring’s M-Series. The M7A is designed to act as a high impact deterrent effective at medium to long range. The new AC8 Lens system minimizes stopping power loss over distance, making each shot equally effective at longer ranges.
- item_DescBEHR_LaserCannon_S6=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 6\n\nThe M8A laser autocannon exemplifies Behring's extensive history designing and constructing ship armaments. The result is a dependable and effective energy weapon capable of handling large skirmishes or precise defensive maneuvers.
- item_DescBEHR_LaserCannon_S7=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 7\n\nStrike at the very heart of your enemies with the devastating impact of Behring's M9A energy autocannon. When fully charged, the massive stopping power of this laser weapon has the potential to halt even capital ships in their tracks.
- item_DescBEHR_LaserCannon_VNG_S2=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 2\n\nThe classic M4A has been specially retooled by Behring to create the VS (Vanguard Special), a laser weapon designed to meet the Aegis' unique requirements. The default nose-mounted weapon on the Vanguard Warden, the MVSA can only be loaded onto other Vanguard variants.
- item_DescBEHR_LaserRepeater_VNG_S2=Manufacturer: Behring\nItem Type: Laser Repeater\nSize: 2\n\nAegis commissioned Behring to design a laser repeater specifically for their Vanguard line-up. The result was the GVSR, which met Aegis exacting standards by delivering a steady rate of fire without overtaxing the ship's power plant.
- item_Descbehr_lidar_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nDamage Type: Non-Lethal\n\nThe Behring SC-1 LIDAR allows users to understand the battlefield before entering it. Once activated in the field, it emits an omni-directional scan that maps everyone in its radius and then sends their precise positions to the operator.
- item_Descbehr_lidar_grenade_01_ammo=LIDAR allows users to understand the battlefield before entering it. Once activated in the field, it emits an omni-directional scan that maps everyone in its radius. Then sends their precise positions to the operator.
- item_Descbehr_lmg_ballistic_01=Manufacturer: Behring\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 120\nRate Of Fire: 800 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.
- item_Descbehr_lmg_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 120\n\nThis magazine for the Behring FS-9 LMG holds one hundred and twenty 5mm rounds.
- item_Descbehr_optics_holo_x1_s1=
- item_Descbehr_optics_holo_x2_s1=
- item_Descbehr_optics_holo_x3_s1=
- item_Descbehr_optics_rdot_x1_s1=
- item_Descbehr_optics_tsco_x16_s3=Manufacturer: Behring\nType: Telescopic \nAttachment Point: Optic\nMagnification: 16x\nSize: S3\n\nGet a clear view of your target from afar with the EE16. Behring craftsmanship produced a 16x scope that's lightweight, durable, and deadly accurate. A rigorous 22-step testing process ensures the EE16 can deliver precision targeting even after encountering extreme weather or surviving battlefield wear and tear.
- item_Descbehr_optics_tsco_x4_s2=
- item_Descbehr_optics_tsco_x8_s3=
- item_DescBEHR_PC2_Dual_S1=[PH] PC2 Dual S1 Mount
- item_DescBEHR_PC2_Dual_S3=[PH] PC2 Dual S3 Mount
- item_DescBEHR_PC2_Dual_S4=[PH] PC2 Dual S4 Mount
- item_DescBEHR_PC2_Dual_S4_Fixed=[PH] PC2 Dual S4 Mount
- item_Descbehr_pistol_ballistic_01=Manufacturer: Behring\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 15\nRate Of Fire: 450 rpm\nEffective Range: 25 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThanks to a streamlined design and a lightweight polymer frame that helps to minimize recoil, it's easy to see why the versatile and dependable S-38 from Behring has become a trusted sidearm across the Empire for both citizens and law enforcement officers.
- item_Descbehr_pistol_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 15\n\nThis magazine for the Behring S-38 pistol holds fifteen 10mm rounds.
- item_Descbehr_rifle_ballistic_01=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
- item_Descbehr_rifle_ballistic_01_black02=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
- item_Descbehr_rifle_ballistic_01_green01=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
- item_Descbehr_rifle_ballistic_01_iron=Accurate sighting attachment for the Behring P4-AR rifle.
- item_Descbehr_rifle_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 30\n\nThis magazine for the Behring P4-AR rifle holds thirty 5.56mm cartridges.
- item_Descbehr_rifle_ballistic_01_tan01=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
- item_Descbehr_rifle_ballistic_01_white02=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
- item_Descbehr_rifle_ballistic_02=Manufacturer: Behring \nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 600 rpm\nEffective Range: 60 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nBuilt to be the standard issue assault rifle of UEE Marines, the Behring P8-AR excels in its dependability and straightforward operation to allow you to focus on the fight at hand.
- item_Descbehr_rifle_ballistic_02_mag=Item Type: Magazine\n\nCapacity: 30\n\nThis magazine for the Behring P8-AR rifle comes pre-loaded with thirty 7.62mm rounds.
- item_Descbehr_rifle_ballistic_02a=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 600 rpm\nEffective Range: 60 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nBuilt to be the standard issue assault rifle of UEE Marines, the Behring P8-AR excels in its dependability and straightforward operation to allow you to focus on the fight at hand.
- item_Descbehr_shotgun_ballistic_01=Manufacturer: Behring\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 230 rpm\nEffective Range: 15 m\n\nAttachments: Optics (S1), Barrel (S3), Underbarrel (S2)\n\nOriginally designed for the military, Behring quickly moved to sell the BR-2 ballistic shotgun to the general public after the initial weapon testers kept requesting to take one home. Featuring a semi-auto fire mode that can rapidly deliver the devastating stopping power of all six 12-gauge shells, the BR-2 is the ideal choice for both offensive and defensive operations.
- item_Descbehr_shotgun_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 6\n\nThis magazine for the Behring BR-2 shotgun holds six 12-gauge rounds.
- item_Descbehr_smg_ballistic_01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_black01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_black02=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_gold01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_green01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_iron=Accurate sighting attachment for the P8-SC SMG.
- item_Descbehr_smg_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 45\n\nThis magazine for the Behring P8-SC SMG holds forty-five 10mm rounds.
- item_Descbehr_smg_ballistic_01_tan01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_white01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_smg_ballistic_01_white02=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
- item_Descbehr_sniper_ballistic_01=Manufacturer: Behring\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 20 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nThe Behring P6-LR ballistic sniper rifle more than makes up for its slow rate of fire with a high powered 8mm round that's effective from long range. Featuring a scope with variable zoom modes and a barrel composed of a proprietary high-strength alloy, the P6-LR was designed to deliver when needed most.
- item_Descbehr_sniper_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 8\n\nThis magazine for the Behring P6-LR sniper rifle holds eight 8mm rounds.
- item_Descbehr_special_ballistic_01=Manufacturer: Behring\nItem Type: Launcher\nClass: Rocket\n\nMagazine Size: 2\nRate Of Fire: 20 rpm\nEffective Range: 100 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nDeliver a one-two punch with the HP-284 rocket launcher from Behring. Designed to blast two dumbfire rockets in quick succession, the weapon can have a quick and devastating impact on adversaries and is effective against vehicles.
- item_Descbehr_special_ballistic_01_mag=The mX-Shatter rocket from Badger Bad scatters small explosives on impact or after a very brief period of time. Whenever the rocket shoots out, smaller explosives fire off in random directions making it excellent for clearing out areas. Every mX-Shatter rocket has a cluster of about 8 small explosives that when combined are about equal in force to a frag grenade.
- item_Descbehr_special_ballistic_02=Manufacturer: Behring\nItem Type: Grenade Launcher\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 40 rpm\nEffective Range: Variable (80m)\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S1)\n\nEnemies will either scatter or splatter when you turn the GP-33 "MOD" in their direction. This military-grade launcher can arc grenades into cover to flush out enemies. Those that don't immediately flee will feel the pain, as Behring's precision design also includes a feature that primes each grenade to explode on impact.
- item_DescBehring_Marksman_HS_Platform_x1=Manufacturer: Behring\n\nThis Single Platform is a single-missile transport system that can add that extra edge for your ship in combat.
- item_DescBehring_Marksman_HS_Platform_x2=Manufacturer: Behring\n\nThe Behring Marksman heat seeking missile utilizes an enemy's heat signature to obtain and maintain a lock on the target. This tried-and-true method of target acquisition has a few drawbacks: it is easily confused by flares and it may be difficult to establish lock on ships with low heat signatures. These issues aside, the Marksman is the go-to missile of choice for many independent operators and pilots. Rack of two (2).
- item_DescBehring_Marksman_HS_Platform_x4=Manufacturer: Behring\n\nBehring's Quad Platform is a complete four-round missile system that can be mounted on any compatible hardpoint for reliable and effective weapon launch.
- item_DescBehring_Marksman_Quad=Manufacturer: Behring\n\nBehring’s Quad Platform is a complete four-round missile system that can be mounted on any compatible hardpoint for reliable and effective weapon launch.
- item_DescBlueLaserBolt=<-=MISSING=->
- item_DescBREC_S3_F4_Q1=<-=MISSING=->
- item_DescBRRA_HornetBall_160f_S1_Q2=DESCRIBE ME!
- item_DescBRRA_HornetBall_S2_Q1=DESCRIBE ME!
- item_DescBRRA_HornetCanard_F7A_S3=[PH] N4-160f F7A Turret
- item_DescBRRA_HornetCanard_S2_Q1=Manufacturer: Broad & Rabiee\n\nEvery combat pilot knows that the difference between a miss and a hit can be a couple of degrees. Broad & Rabiee’s N4-160f turret system is designed to put those degrees of precision in your hands by allowing canard mounted Size 1 and 2 weapons to accurately and effectively track mobile targets without changing the path of your ship.
- item_DescCargoItem_Grabbable=<-=MISSING=->
- item_DescCaterpillar_Paint_Showdown=[WIP] Caterpillar Showdown
- item_Desccds_deployable_shield_01=Manufacturer: CDS\n\nInitially designed for high-risk raids for the Advocacy, CDS has finally released their QDB tech to the public. This Quick Deployment Barricade or QuikCade is mobile system capable of projecting a localized protection field capable of temporarily shielding two operators from incoming fire.
- item_Desccds_deployable_shield_01_ammo=[PH] CDS QuickCade Ammo
- item_DescClass_2_KRIG_BG_S3_Q3_Mount=KRIG Tigerstrike T-21 Mount
- item_DescClass_2a_Placeholder=Basic Class 2a turret mount
- item_DescClass_2b_Placeholder=Basic Class 2b turret mount
- item_DescClass_2b_Placeholder_Size1=Basic Class 2b turret mount
- item_DescCleanerFish=Generally found in shallow waters in the temperate regions of Locke, this species of fish feeds on waste and algae that collects at the bottom of rivers. The tentacles allow the fish to sift through the loose rock and soil. Though technically edible, most avoid eating them because they taste pretty terrible.
- item_DescClothingCabinet=<-=MISSING=->
- item_DescCNOU_Cockpit_Audio=[PH] CNOU Cockpit Audio
- item_DescCNOU_Delta_RocketPod_x18=[PH] Behring R-18 - rocket pod description text
- item_DescCNOU_Magma_S2_Q1=With an emphasis on strength through efficiency, Consolidated Outland’s design team went back to the drawing board when creating their Magma Jet line of thrusters to really focus on propulsion fundamentals. Burning clean and hot, like the core of a planet, the Magma Jet’s proprietary molten-state injectors provide a surprising amount of power.
- item_DescCNOU_Magma_S2_Q1_Center=With an emphasis on strength through efficiency, Consolidated Outland’s design team went back to the drawing board when creating their Magma Jet line of thrusters to really focus on propulsion fundamentals. Burning clean and hot, like the core of a planet, the Magma Jet’s proprietary molten-state injectors provide a surprising amount of power.
- item_DescCNOU_Mustang_Alpha_shop=Manufacturer: Consolidated Outland\nFocus: Cargo\n\nInspired by Consolidated Outland CEO Silas Koerner’s cutting edge vision, the Mustang Alpha is a sleek, stylish spacecraft that uses ultralight alloys to push power ratios to the limits, albeit sometimes unsafely. And now, with the optional Cargo Carrier, you can have the Alpha’s advantages without sacrificing carrying capacity.
- item_DescCNOU_Mustang_Beta_shop=Manufacturer: Consolidated Outland\nFocus: Pathfinder\n\nThe Mustang Beta, with its unprecedented range, is made for long duration flights. The factory standard Tarsus Leaper Jump Engine enables the Beta to travel to the galaxy’s farthest systems with ease, while the ship’s unique Com4T living quarters will make the journey feel like you never left home.
- item_DescCNOU_Mustang_DefaultSeat=[PH] CNOU Mustang Pilot Seat
- item_DescCNOU_Mustang_Ejection_Seat=[PH] CNOU Mustang Pilot Ejection Seat
- item_DescCNOU_Mustang_Gamma_shop=Manufacturer: Consolidated Outland\nFocus: Racing\n\nConsolidated Outland’s design and engineering teams have managed to tweak and refine the Mustang into an admirable racer. The end result, the Mustang Gamma, has smooth acceleration, and power on demand thanks to an innovative package featuring three powerful Magma Jet engines for maximum thrust.
- item_DescCNOU_Mustang_LandingSystem=[PH] CNOU Mustang Landing System
- item_DescCNOU_Mustang_MultiLight=[PH] CNOU Mustang Exterior Lights
- item_DescCNOU_Mustang_Nose_Turret=[PH] CNOU Mustang Nose Turret
- item_Desccnou_mustang_s1_q2=[PH] Mustang ball turret description text
- item_DescCoaxialGun=<-=MISSING=->
- item_DescCommon_EquipmentDevice=<-=MISSING=->
- item_DescConstellation_Bottom_Turret=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 0\n\nFeaturing a three-barrel sequential fire design, the Klaus & Werner CF-007 Bulldog repeater is capable of high rates of fire while maintaining accuracy. It has low damage per projectile and, although it has relatively low power consumption over-all, several publications have commented on its somewhat lackluster efficiency. Even so, the CF-007 remains a favorite among new pilots who are outfitting their first ship.
- item_DescConstellation_Cargo_Prototype=@Constellation Cargo for PU Demo
- item_DescConstellation_Interior=[PH] RSI Constellation Interior
- item_DescConstellation_Top_Turret=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 0\n\nFeaturing a three-barrel sequential fire design, the Klaus & Werner CF-007 Bulldog repeater is capable of high rates of fire while maintaining accuracy. It has low damage per projectile and, although it has relatively low power consumption over-all, several publications have commented on its somewhat lackluster efficiency. Even so, the CF-007 remains a favorite among new pilots who are outfitting their first ship.
- item_DescCOOL_ACOM_S01_IcePlunge=Item Type: Cooler\nManufacturer: ACOM\nSize: 1\nGrade: C\nClass: Competition\n\nWhen you’re pushing your ship to the limit during that frantic last lap, you’ll be glad you have ACOM’s IcePlunge to keep things cool.
- item_DescCOOL_ACOM_S01_QuickCool=Item Type: Cooler\nManufacturer: ACOM\nSize: 1\nGrade: D\nClass: Competition\n\nThe QuikCool provides superior performance over other coolers in its class. This competition grade component from ACOM sacrifices stealth and some durability to be one of the most powerful entry-level coolers around.
- item_DescCOOL_ACOM_S02_AbsoluteZero_SCItem=COOL_ACOM_S02_AbsoluteZero_SCItem
- item_DescCOOL_ACOM_S02_IceDive_SCItem=COOL_ACOM_S02_IceDive_SCItem
- item_DescCOOL_ACOM_S02_RapidCool_SCItem=COOL_ACOM_S02_RapidCool_SCItem
- item_DescCOOL_AEGS_S01_Bracer=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: C\nClass: Military\n\nFor those looking for a solid, dependable mid-line cooler, you can’t do much better than Aegis’ Bracer. This small-frame cooler system offers solid performance and durability to keep your ship firing on all cylinders.
- item_DescCOOL_AEGS_S01_Bracer_SCItem=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: C\nClass: Military\n\nFor those looking for a solid, dependable mid-line cooler, you can’t do much better than Aegis’ Bracer. This small-frame cooler system offers solid performance and durability to keep your ship firing on all cylinders.
- item_DescCOOL_AEGS_S01_Glacier_SCItem=COOL_AEGS_S01_Glacier_SCItem
- item_DescCOOL_AEGS_S01_Polar=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: B\nClass: Military\n\nBuilt to the high demands of daily military service, Aegis’ Polar cooler features a reinforced frame for increased durability. You can rest assured that when you drop into the fires of combat, the Polar will keep your ship cool.
- item_DescCOOL_AEGS_S01_Tundra=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: D\nClass: Military\n\nConstructed by Aegis with military performance in mind, the Tundra’s reliable performance has made it a standard cooler of the UEE Navy.
- item_DescCOOL_AEGS_S02_Arctic=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 2\nGrade: C\nClass: Military\n\nProviding the kind of durability that made Aegis products a mainstay with the military, the Arctic is an economic mil-spec cooler capable of withstanding the rigors of combat without sacrificing performance.
- item_DescCOOL_AEGS_S02_Boreal=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: D\nClass: Military\n\nDesigned to disperse the heat of battle, Aegis Dynamics’ Boreal cooler is a military standard with the capacity to survive stressful situations.
- item_DescCOOL_AEGS_S03_Blizzard_SCItem=COOL_AEGS_S03_Blizzard_SCItem
- item_DescCOOL_AEGS_S03_Galinstan_SCItem=COOL_AEGS_S03_Galinstan_SCItem
- item_DescCOOL_AEGS_S03_Mercury=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 3\nGrade: C\nClass: Military\n\nIn combat situations, even the smallest advantage can lead to big gains. With Aegis’ Mercury cooling system onboard, you’ll be able to push your ship hotter for longer when you need it most.
- item_DescCOOL_AEGS_S04_Tundra=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: D\nClass: Military\n\nConstructed by Aegis with military performance in mind, the Tundra’s reliable performance has made it a standard cooler of the UEE Navy.
- item_DescCOOL_JSPN_S00_FrostStarSL=Item Type: Cooler\nManufacturer: J-Span\nSize: 0\nGrade: C\nClass: Civilian\n\nWhether cruising across the ground or sailing through space, there’s a J-Span cooler perfect for you. The Frost-Star SL is a mid-tier cooler designed to bring the line’s reliability to ground and open-canopy vehicles.
- item_DescCOOL_JSPN_S00_WinterStarSL_SCItem=COOL_JSPN_S00_WinterStarSL_SCItem
- item_DescCOOL_JSPN_S01_CryoStar=Item Type: Cooler\nManufacturer: J-Span\nSize: 1\nGrade: B\nClass: Civilian\n\nJ-Span’s consumer-grade Cryo-Star cooler has become a common sight across the Empire thanks to its reliable heat absorption that won’t strain your ship’s power-plant.
- item_DescCOOL_JSPN_S01_FrostStar=Item Type: Cooler\nManufacturer: J-Span \nSize: 1\nGrade: C\nClass: Civilian\n\nNoted for its consistent performance, the Frost-Star cooler from J-Span has many admirers for its well-balanced power to heat ratio.
- item_DescCOOL_JSPN_S01_WinterStar=Item Type: Cooler\nManufacturer: J-Span \nSize: 1\nGrade: D\nClass: Civilian\n\nJoin the J-Span family by snagging the Winter-Star cooler for your ship. This entry-level model lacks flash but its strong performance record and price point make it a popular choice for pilots across the UEE.
- item_DescCOOL_JSPN_S02_CryoStarEX=Item Type: Cooler\nManufacturer: J-Span\nSize: 2\nGrade: B\nClass: Civilian\n\nWith its EX line, J-Span has brought the same reliable heat absorption of their popular Cryo-Star cooler to pilots looking to outfit larger ships.
- item_DescCOOL_JSPN_S02_FrostStarEX=Item Type: Cooler\nManufacturer: J-Span \nSize: 2\nGrade: C\nClass: Civilian\n\nThe Frost-Star EX cooler comes to you from J-Span, a manufacturer with a well deserved reputation among ship owners for constructing coolers that can reliably handle heat exchange wherever you may fly.
- item_DescCOOL_JSPN_S02_WinterStarEX_SCItem=COOL_JSPN_S02_WinterStarEX_SCItem
- item_DescCOOL_JSPN_S03_FrostStarXL_SCItem=COOL_JSPN_S03_FrostStarXL_SCItem
- item_DescCOOL_JSPN_S03_WinterStarXL_SCItem=COOL_JSPN_S03_WinterStarXL_SCItem
- item_DescCOOL_JUST_S01_EcoFlow=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 1\nGrade: B\nClass: Industrial\n\nA standard for centuries, Juno Starwerk’s industrial Eco-Flow cooler is a favorite of haulers for being easy to maintain even when carrying the heaviest cargo loads.
- item_DescCOOL_JUST_S01_Hydrocel=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 1\nGrade: D\nClass: Industrial\n\nKeep your ship working harder for longer with the durable Hydrocel, an entry-level industrial cooler from respected manufacturer Juno Starwerks.
- item_DescCOOL_JUST_S01_Thermax=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 1\nGrade: C\nClass: Industrial\n\nJuno Starwerks has done it again. With the Thermax line of coolers, Juno raised the bar on economical industrial coolers made to fit any budget. These small coolers offer above average performance and durability but without breaking the bank.
- item_DescCOOL_JUST_S02_CoolCore=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 2\nGrade: C\nClass: Industrial\n\nThe name CoolCore says it all. Designed by Juno Starwerks to be as hardworking as you are, this cooler helps ensure that your entire ship operates well within desired temperature parameters.
- item_DescCOOL_JUST_S02_Hydrojet=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 2\nGrade: D\nClass: Industrial\n\nWhen your ship overheats, it makes just about any task not only more difficult, but potentially dangerous for you and your crew. With the entry-level HydroJet from Juno Starwerks installed, you can be confident that your heat levels are being controlled by a cooler designed by one of the most trustworthy names in the industry.
- item_DescCOOL_JUST_S02_Snowpack_SCItem=COOL_JUST_S02_Snowpack_SCItem
- item_DescCOOL_JUST_S03_ChillMax_SCItem=COOL_JUST_S03_ChillMax_SCItem
- item_DescCOOL_JUST_S03_Hydropulse_SCItem=COOL_JUST_S03_Hydropulse_SCItem
- item_DescCOOL_JUST_S03_ThermalCore=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 3\nGrade: C\nClass: Industrial\n\nWhen you’re in the middle of an important job, you don’t want to waste time wondering if your cooler is doing its part. Now you don’t have to. With the dependable mid-level ThermalCore cooler from Juno Starwerks onboard, you can take all the guesswork out of heat management.
- item_DescCOOL_LPLT_S01_ArcticStorm=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: C\nClass: Civilian\n\nIf you’re after a cooler that balances performance, durability and stealth, then look to the ArcticStorm. This mid-grade cooler from Lightning Power Ltd uses their centuries old technology to provide performance that can be relied upon.
- item_DescCOOL_LPLT_S01_BlastChill=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: D\nClass: Civilian\n\nThe BlastChill is a consumer-grade cooler from Lightning Power Ltd. It keeps your ship running without straining its signature, but is best known for a much mocked 2945 ad campaign that promised it was “Built to bring the chill.”
- item_DescCOOL_LPLT_S01_FlashFreeze=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: B\nClass: Civilian\n\nWith the FlashFreeze, Lightning Power makes sure that no matter how hot things get, you can rely on its proven cooling technology to keep you flying.
- item_DescCOOL_LPLT_S02_ColdSnap=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 2\nGrade: C\nClass: Civilian\n\nWell-balanced performance is the hallmark of the ColdSnap cooler from Lightning Power Ltd., thanks to its ability to easily process the extra heat your ship generates during your day-to-day travels.
- item_DescCOOL_LPLT_S03_ColdSurge_SCItem=COOL_LPLT_S03_ColdSurge_SCItem
- item_DescCOOL_LPLT_S03_FrostBurn=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 3\nGrade: C\nClass: Civilian\n\nLightning Power Ltd. has put its years of design expertise and manufacturing know-how to craft the FrostBurn, an effective cooler that can handle the large scale heat management needs of a wide variety of ships on the market.
- item_DescCOOL_ORIG_S04_890J_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel \nSize: 4\nGrade: Bespoke\nClass: Civilian\n\nOnly available for Origin Jumpworks' luxury liner, Wen/Cassel specially designed the Serac cooler to keep the 890 Jump operational through the diverse conditions typically encountered while cruising the stars.
- item_DescCOOL_TYDT_S01_HeatSafe=Item Type: Cooler\nManufacturer: Tyler Design & Tech \nSize: 1\nGrade: C\nClass: Stealth\n\nPilots looking to keep their IR signature low rely on Tyler Design & Tech. As an entry level cooler, the HeatSafe not only limits emissions, it is built with Tyler’s satisfaction guarantee.
- item_DescCOOL_TYDT_S01_VaporBlock=Item Type: Cooler\nManufacturer: Tyler Design & Tech \nSize: 1\nGrade: B\nClass: Stealth\n\nFew coolers can match the stealth performance of the VaporBlock. The team at Tyler Design & Tech have crafted a cooler that keeps your ship’s signature low while delivering acceptable durability and performance.
- item_DescCOOL_TYDT_S02_HeatSink_SCItem=COOL_TYDT_S02_HeatSink_SCItem
- item_DescCOOL_TYDT_S02_IceBox_SCItem=COOL_TYDT_S02_IceBox_SCItem
- item_DescCOOL_TYDT_S02_NightFall_SCItem=COOL_TYDT_S02_NightFall_SCItem
- item_DescCOOL_V01_CIV_WCPR_Tepilo=[PH] WCPR-Made XIAN Nox Cooler Desc [PH]
- item_DescCOOL_VNCL_S01_Blade=[PH] VNCL Blade Cooler
- item_DescCOOL_VNCL_S01_Cold=[PH] VNCL Cold Cooler
- item_DescCOOL_VNCL_S01_Stinger=[PH] VNCL Stinger Cooler
- item_DescCOOL_VNCL_S01_Void=[PH] VNCL Void Cooler
- item_DescCOOL_WCPR_S00_Fridan=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 0\nGrade: C\nClass: Civilian\n\nThe Fridan is Wen/Cassel Propulsion’s entry-level vehicle cooler. It has proven time and again that it can withstand even the worst environmental conditions, making it an ideal component for your vehicle.
- item_DescCOOL_WCPR_S00_Tepilo_SCItem=COOL_WCPR_S00_Tepilo_SCItem
- item_DescCOOL_WCPR_S01_Berian=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion \nSize: 1\nGrade: C\nClass: Civilian\n\nThe Berian delivers Wen/Cassel’s signature look and performance in an introductory cooler that will meet and surpass pilot’s expectations.
- item_DescCOOL_WCPR_S01_Endo=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion \nSize: 1\nGrade: B\nClass: Civilian\n\nA cooler for discerning ship-owners who are looking to push their craft further, Wen/Cassel’s Endo features above average cooling performance and thoughtful design.
- item_DescCOOL_WCPR_S02_Aufeis_SCItem=COOL_WCPR_S02_Aufeis_SCItem
- item_DescCOOL_WCPR_S02_Graupel=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Graupel not only provides the top of the line cooling technology that larger ships need to maintain optimal performance, it does it with Wen/Cassel’s signature craftsmanship.
- item_DescCOOL_WCPR_S02_Taiga_SCItem=COOL_WCPR_S02_Taiga_SCItem
- item_DescCOOL_WCPR_S03_Draug_SCItem=COOL_WCPR_S03_Draug_SCItem
- item_DescCOOL_WCPR_S03_Elsen_SCItem=COOL_WCPR_S03_Elsen_SCItem
- item_DescCOOL_WCPR_S03_Kragen_SCItem=COOL_WCPR_S03_Kragen_SCItem
- item_DescCrab=A crab for your fishtank
- item_Desccrlf_medicalaid_01=Manufacturer: CureLife\n\nThe DYNAPAK from CureLife is a complete multi-function individual first-aid system designed and constructed for the rigors of field use. With CureLife’s proprietary serum, a single DYNAPAK will promote healing in non-serious wounds to get you back on your feet.
- item_Desccrlf_medpack_01=Manufacturer: CureLife\n\nThe MedPen from CureLife is a complete multi-function individual first-aid system designed and constructed for the rigors of field use. With CureLife’s proprietary serum, a single MedPen will promote healing in non-serious wounds to get you back on your feet.
- item_Desccrlf_oxycan_01=Manufacturer: CureLife\n\nThis easy-to-carry disposable first-aid system is designed to refill pressure suit oxygen reserves in emergency situations. Compatible with most standard suits, the Curelife Oxypen is an ideal solution for preventing hypoxia and providing immediate access to lifesaving oxygen.
- item_DescCustomizableBox=<-=MISSING=->
- item_DescCutlass_Paint_Showdown=[WIP] Cutlass Showdown
- item_DescCyclone_Paint_AA=[PH] Cyclone-AA
- item_DescCyclone_Paint_DustDevil=Featuring a non-reflective matte black paint, the Dust Devil coating is perfect for land-based operations that require speed and discretion.
- item_DescCyclone_Paint_RC=[PH] Cyclone-RC
- item_DescCyclone_Paint_RN=[PH] Cyclone-RN
- item_DescCyclone_Paint_TR=[PH] Cyclone-TR
- item_DescDebug_EnergyControl=<-=MISSING=->
- item_DescDebug_ShieldControl=<-=MISSING=->
- item_DescDebug_WeaponControl=<-=MISSING=->
- item_DescDebugGun=<-=MISSING=->
- item_DescDefault_DoubleFuelTank=[PH] Double Fuel Tank
- item_DescDefault_Fixed_Mount_S3=[PH] Size 3 Fixed Mount
- item_DescDefault_Fixed_Mount_S4=[PH] Size 4 Fixed Mount
- item_DescDefault_FuelIntake=[PH] Fuel Intake
- item_DescDefault_FuelTank=[PH] Fuel Tank
- item_DescDefault_QuantumFuelTank=[PH] Quantum Fuel Tank
- item_DescDefaultCharacterCustomizationDevice=<-=MISSING=->
- item_DescDefibrillator=This single-use mobile defibrillator unit is perfect for military and law enforcement field applications, simply place the electrodes and press the button.
- item_DescDEV_Fixed_Main_Thruster=<-=MISSING=->
- item_DescDEV_Fixed_Thruster=<-=MISSING=->
- item_DescDEV_Joint_90_Thruster=<-=MISSING=->
- item_DescDEV_Joint_Thruster=<-=MISSING=->
- item_Descdev_mount=Basic Class 2b turret mount
- item_DescDEV_Vector_Thruster=<-=MISSING=->
- item_DescDRAK_3DRadarDisplay=[PH] DRAK 3D Radar Display
- item_DescDRAK_Buccaneer_Dual_S2=[PH] DRAK Buccaneer Spinal Mount
- item_DescDRAK_Caterpillar_SelfDestruct=[PH] DRAK Caterpillar Self Destruct
- item_DescDRAK_Cockpit_Audio=[PH] DRAK Cockpit Audio
- item_DescDRAK_Cutlass_Black_Bump_Seat=[PH] DRAK Cutlass Black Jump Seat
- item_DescDRAK_Cutlass_Black_MultiLight=[PH] DRAK Cutlass Black External Lights
- item_DescDRAK_Cutlass_Black_shop=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Freight\n\nDrake Interplanetary claims that the Cutlass Black is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations.
- item_DescDRAK_Cutlass_Blue_Transport_Copilot_Seat=[PH] DRAK Cutlass Blue Co-Pilot Seat
- item_DescDRAK_Cutlass_Blue_Transport_Passenger_Seat=[PH] DRAK Cutlass Blue Passenger Seat
- item_DescDRAK_Cutlass_Blue_Transport_Pilot_Seat=[PH] DRAK Cutlass Blue Pilot Seat
- item_DescDRAK_Cutlass_Bump_Seat=[PH] DRAK Cutlass Jump Seat
- item_DescDRAK_Cutlass_Ejection_Seat=[PH] DRAK Cutlass Ejection Seat
- item_DescDRAK_Cutlass_LandingSystem=[PH] DRAK Cutlass Landing System
- item_DescDRAK_Cutlass_lights=[PH] DRAK Cutlass External Lights
- item_DescDRAK_Cutlass_Red_shop=Manufacturer: Drake Interplanetary\nFocus: Medical\n\nThe Cutlass Red converts the standard cargo hold to a well-equiped medical facility including an Autodoc. This starbound ambulance features the Nav-E7 Echo Transponder, a long range scanner, and a Secure Plus Docking Collar, making it ideal for search and rescue. This model also features a unique Red Crossbones skin.
- item_Descdrak_cutlass_s1_q2=[PH] DRAK Cutlass Ball Turret
- item_DescDRAK_Cutlass_Turret=[PH] DRAK Cutlass Turret
- item_DescDRAK_Cutlass_Turret_Base=[PH] DRAK Cutlass Turret
- item_DescDRAK_Cutlass_Turret_Seat=[PH] DRAK Cutlass Turret Seat
- item_DescDRAK_Dragonfly_Copilot_Seat=[PH] DRAK Dragonfly Co-Pilot Seat
- item_DescDRAK_Dragonfly_Grav_Plate=[PH] DRAK Dragonfly Gravity Plate
- item_DescDRAK_Dragonfly_Main_Engine=[PH] DRAK Dragonfly Main Engine
- item_DescDRAK_Dragonfly_Retro=[PH] DRAK Dragonfly Retro Thruster
- item_DescDRAK_Dragonfly_Seat=[PH] DRAK Dragonfly Seat
- item_DescDRAK_Dragonfly_TR1_Joint=[PH] DRAK Dragonfly Joint Thruster
- item_DescDRAK_Dual_S1=[PH] DRAK Caterpillar Weapon Mount
- item_DescDRAK_Emerald_Arm_S1=[PH] DSTC Emerald Arm Thruster
- item_DescDRAK_Emerald_Main_S1=[PH] DSTC Emerald Main Thruster
- item_DescDRAK_Emerald_Retro_S1=[PH] DSTC Emerald Retro Thruster
- item_DescDRAK_Fixed_Mount_S4=(PH) Cutlass Flashfire Specialty Mount Description
- item_DescDRAK_FuelIntake=[PH] DRAK Fuel Intake
- item_DescDRAK_FuelTank_Buccaneer=PH] DRAK Buccaneer Fuel Tank
- item_DescDRAK_FuelTank_Herald=[PH] DRAK Herald Fuel Tank
- item_DescDRAK_Herald_Hangar_LandingSystem=[PH] DRAK Herald Landing System
- item_DescDRAK_Herald_Seat_Pilot=[PH] DRAK Herald Pilot Seat
- item_DescDRAK_Herald_Seat_Station=[PH] DRAK Herald Station Seat
- item_DescDRAK_Missile_Rack_S1_x2=[PH] DRAK S1 Double Missile Rack
- item_DescDRAK_S2_Rack_x2=The Double Platform fits any Drake ship to carry up to two missiles while connecting effortlessly to the ship's launch control.
- item_DescDRAK_Trireme_Herald_S1_Q1=[PH] DRAK Herald Trireme Thruster
- item_DescDRAK_Trireme_S1_Q1=Drake's proprietary Trireme S Series of maneuvering thrusters is a low emission propulsion system to give pilots absolute control of their ship while minimizing your profile on outside scanners.
- item_DescDRAK_Trireme_S3_Q1=Drake's proprietary Trieme S Series of maneuvering thrusters is a low emission propulsion system to give pilots absolute control of their ship while minimizing your profile on outside scanners.
- item_DescDRAK_TriremeMain_S3_Q1=Drake's proprietary Trireme S Series of maneuvering thrusters is a low emission propulsion system to give pilots absolute control of their ship while minimizing your profile on outside scanners.
- item_DescDRAK_twinLink_gimbal_S1=[PH] DRAK Cutlass Weapon Mount
- item_DescDSTC_ARGO_Main_Fixed=[PH] Main Thruster
- item_DescDSTC_ARGO_Main_Joint=[PH] Main Arm Thruster
- item_DescDSTC_ARGO_Retro_Joint=[PH] Retro Thruster
- item_DescDSTC_FP_G4GI_S2_Q1=The STC Blue by perrenial thruster manufacturer Dragon Stellar Transit Company offers high output and low emissions, great for pilots wishing to close the distance while maintaining a low profile. The smallest thruster in the STC lineup, the Blue has a thrust rating of 2.
- item_DescDSTC_FP_G4GI_S3_Q1=The Dragon Stellar STC Red is a great choice for pilots of small ships. Despite its lack of fuel and power efficiency it boasts a respectable thrust output that really shines on low mass ships such as the Aurora. As an added benefit, Dragon Stellar recently developed new technology that reduces the output signature, great for pilots who don't wish to call a lot of attention to themselves. Its thrust rating of 3 gives it more thrust than the Blue, at the cost of higher power consumption and signature.
- item_DescDSTC_FP_G4GI_S4_Q1=The STC Silver from Dragon Stellar Transit Company is a TR4 engine noted for its high thrust ouput and low EM emissions. It has been rumored that Dragon Stellar has been using inferior components, but for some pilots the decreased power and fuel efficiency is worth the extra boost, especially at this price point.
- item_DescEmptyPort=<-=MISSING=->
- item_DescEnergyRechargeStation=<-=MISSING=->
- item_DescENGN_RSI_Bengal_Aux=[PH] RSI Bengal Auxiliary Thruster
- item_DescENGN_RSI_Bengal_Main=[PH] RSI Bengal Main Thruster
- item_DescENGN_RSI_Bengal_Retro=[PH] RSI Bengal Retro Thruster
- item_DescENGN_RSI_Bengal_Thruster=[PH] RSI Bengal Thruster
- item_DescENGN_VNCL_Stinger=[PH] VNCL Stinger Engine
- item_DescENGN_VNCL_Stinger_Wing=[PH] VNCL Stinger Wing Engine
- item_DescENGN_XIAN_Scout_S3_Engine=[PH] XIAN Scout Engine
- item_DescF_bangs_hair_01=A straight cutting on the front part of the hair that hangs over the forehead.
- item_DescF_bobcut_hair_01=Classic single length bob with a side part.
- item_DescF_bobcut_hair_02=A somewhat longer bob with natural-looking waves.
- item_DescF_bun_hair_01=Good for any work environment.
- item_DescF_formal_hair_01=Not technically a bob, but definitely a nice look.
- item_DescF_hayes_shr_hair_01_Shared=A longer pixie styled with pomade.
- item_DescF_pixie_hair_01_Shared=A longer pixie with layers.
- item_DescF_ponytail_hair_01_Shared=Straight hair pulled back into a low ponytail.
- item_DescF_pusher_shr_hair_01=A mohawk featuring completely buzzed sides.
- item_DescF_skinhead_hair_01_Shared=Short, but not buzzed.
- item_DescF_slicked_back_hair_01=Long and slicked back.
- item_DescF_spike_hair_01_Shared=A pixie cut with teeth.
- item_DescF_undercut_hair_01=Taller on one side and shorter on the other.
- item_DescF_webster_shr_hair_01=The platonic ideal of the pixie haircut.
- item_DescFFS_T3_Q1=[PH] Flashtrack X
- item_DescFlair_Actn_Figure_Outpost_Worker_Cen=Not every hero can be found dogfighting through space, some heroes can see every day. Part of Takuetsu’s Citizen Series, this exquisitely crafted figure depicts an outpost worker doing what they do best: surviving. Modeled with a Gyson softshell helmet and multitool, this worker’s ready to tackle all the hardships and repairs needed to maintain an outpost in an inhospitable environment.
- item_DescFlair_Actn_Figure_Outpost_Worker_Imp=Not every hero can be found dogfighting through space, some heroes can see every day. Part of Takuetsu’s Citizen Series, this exquisitely crafted figure depicts an outpost worker doing what they do best: surviving. Modeled with a Gyson softshell helmet and multitool, this worker’s ready to tackle all the hardships and repairs needed to maintain an outpost in an inhospitable environment.
- item_DescFlair_Actn_Figure_SM_B_Team_Tank_Cen=Bring your favorite Star Marine character into your home with this collectible statue. Developed in close conjunction with Electronic Access and using the original assets from the smash video game, this meticulously detailed model is crafted out of polyresin and fiberglass and features the CDS’ devastating ADP-mk4 heavy armor recently added to the game.
- item_DescFlair_Actn_Figure_SM_B_Team_Tank_Imp=Bring your favorite Star Marine character into your home with this collectible statue. Developed in close conjunction with Electronic Access and using the original assets from the smash video game, this meticulously detailed model is crafted out of polyresin and fiberglass and features the CDS’ devastating ADP-mk4 heavy armor recently added to the game.
- item_DescFlair_Actn_Figure_UEE_Recon_Marine_Cen=Outside of outright planetary invasion, the UEE Marines’ Recon Division train extensively in infiltration operations when a smaller footprint is needed. These highly-trained soldiers are experts in sabotage, intelligence gathering, and close-quarter combat. This exclusive figure in Takuetsu’s Military Might series depicts one of these ghost-like marines. Adorned in period accurate combat suit, this Recon Marine’s ready to cause trouble wherever you put them.
- item_DescFlair_Actn_Figure_UEE_Recon_Marine_Imp=Outside of outright planetary invasion, the UEE Marines’ Recon Division train extensively in infiltration operations when a smaller footprint is needed. These highly-trained soldiers are experts in sabotage, intelligence gathering, and close-quarter combat. This exclusive figure in Takuetsu’s Military Might series depicts one of these ghost-like marines. Adorned in period accurate combat suit, this Recon Marine’s ready to cause trouble wherever you put them.
- item_DescFlair_Actn_Figure_Vncl_Shipkiller_Cen=Get closer than you’d ever want with this stunning replica Vanduul Warrior. Meticulously sculpted with a keen attention to detail, this poseable fighter was released as part of Takuetsu’s Universe Series of replica figures and comes with a fearsome lance used during Vanduul boarding attacks.
- item_DescFlair_Actn_Figure_Vncl_Shipkiller_Imp=Get closer than you’d ever want with this stunning replica Vanduul Warrior. Meticulously sculpted with a keen attention to detail, this poseable fighter was released as part of Takuetsu’s Universe Series of replica figures and comes with a fearsome lance used during Vanduul boarding attacks.
- item_DescFlair_Badge_Squadronbadge-214=(PH) Badge: 214 Description
- item_DescFlair_Badge_Squadronbadge-35=(PH) Badge: 35 Description
- item_DescFlair_Badge_Squadronbadge-36=(PH) Badge: 36 Description
- item_DescFlair_Badge_Squadronbadge-78=(PH) Badge:78 - Description
- item_DescFlair_Badges=(PH) Plaque: Badges Description
- item_DescFlair_Bond-2942=(PH) Plaque: Bond-2942 Description
- item_DescFlair_Bond-2943=(PH) Plaque: Bond-2943 Description
- item_DescFlair_Bond-2944=(PH) Plaque: Bond-2944 Description
- item_DescFlair_Bond-2945=(PH) Plaque: Bond-2945 Description
- item_DescFlair_Bottle=[PH] Bottle
- item_DescFlair_Calendar=(PH) Calendar Description
- item_DescFlair_Christmas_Wreath=[PH] Holiday Wreath
- item_DescFlair_Discount_Cot=Catch a few Z's between flights with this stylish Star Citizen cot!
- item_DescFlair_Donation_Plaque=(PH) Plaque: Donation Description
- item_DescFlair_FishTank_001=This beautifully decorated tank comes from the Ten Thousand Seas Corporation. Stock it with exotic fish from across the 'verse to build a collection that will be the envy of all your friends.
- item_DescFlair_FishTank_Gold=(PH) Fish Tank (Gold) Description
- item_DescFlair_FishTank_Referral=The galaxy’s leader in habitat design and construction, Kai offers a variety of prebuilt environments for your home, office, hangar or business as well as custom tanks. Our talented sales associates work directly with biological consultants to provide you with the ideal living conditions for your organisms.
- item_DescFlair_Generic_Horizontal_Display=(PH) Generic Display Case Description
- item_DescFlair_Gold_Display=(PH) Gold Display Case Description
- item_DescFlair_HelmetStand=[PH] Helmet Stand
- item_DescFlair_Holiday_Tree=(PH) Holiday Tree Description
- item_DescFlair_Holiday_Wreath=(PH) Holiday Wreath Description
- item_DescFlair_Jukebox=(PH) Jukebox Description
- item_DescFlair_Lamp_001=Get your own Lamp from the original 24 hour livestream!
- item_DescFlair_LiquorCabinet=(PH) Liquor Cabinet Description
- item_DescFlair_Locker_01=[PH] Locker 1
- item_DescFlair_Locker_02=[PH] Locker 2
- item_DescFlair_Locker_03=[PH] Locker 3
- item_DescFlair_Locker_Collection=(PH) Locker from Another Universe Description
- item_DescFlair_M50_Display=[PH] ORIG M50 Display Case
- item_DescFlair_medal_200m_1_a=A coin commemorating the 200th anniversary for One Empire, a community-based government initiative.
- item_DescFlair_MISC_Display=[PH] MISC Display Case
- item_DescFlair_Model_350r=(PH) Model: 350r Description
- item_DescFlair_Model_350r_Box=(PH) Box: Model 350r Description
- item_DescFlair_Model_Aegis_Avenger=(PH) Model: Aegis Avenger Description
- item_DescFlair_Model_Aegis_Avenger_Box=(PH) Box: Model Aegis Avenger
- item_DescFlair_Model_Aegis_Gladius=(PH) Model: Aegis Gladius Description
- item_DescFlair_Model_Aegis_Gladius_Box=(PH) Box: Model Gladius Description
- item_DescFlair_Model_Aurora_Gold=(PH) Model: Gold Aurora Description
- item_DescFlair_Model_AuroraLN=(PH) Model: Aurora ES Description
- item_DescFlair_Model_AuroraLN_Box=(PH) Box: Model Aurora ES Description
- item_DescFlair_Model_Avenger_Gold=(PH) Model: Gold Avenger Description
- item_DescFlair_Model_Caterpillar_BIS_2019=This Caterpillar model celebrates the venerated hauler being voted Best in Show at the 2949 Intergalactic Aerospace Expo. Now your hangar can display this highly detailed scale replica of the popular mercantile vessel adorned with the 2949 IAE logo and accompanying pink accent line across the top of the ship.
- item_DescFlair_Model_Constellation=(PH) Model: Constellation Description
- item_DescFlair_Model_Constellation_Box=(PH) Box: Model Constellation Description
- item_DescFlair_Model_Constellation_Gold=(PH) Model: Gold Constellation Description
- item_DescFlair_Model_Freelancer=(PH) Model: Freelancer Description
- item_DescFlair_Model_Freelancer_Box=(PH) Box: Model Freelancer Description
- item_DescFlair_Model_Freelancer_Gold=(PH) Model: Gold Freelancer Description
- item_DescFlair_Model_Herald_Gold=(PH) Model: Gold Herald Description
- item_DescFlair_Model_Hornet_F7C-R=(PH) Model: Hornet F7C-R Description
- item_DescFlair_Model_Hornet_F7C-R_Box=(PH) Box: Model Hornet Description
- item_DescFlair_Model_Hornet_Gold=(PH) Model: Gold Hornet Description
- item_DescFlair_Model_Khartu_Prestige_Series_2941=(PH) Model: Khartu-al Prestige Series Description
- item_DescFlair_Model_Khartu_Prestige_Series_2941_Box=(PH) Box: Model Khartu-al Prestige Series Description
- item_DescFlair_Model_Khartu_Prestige_Series_2941_Display=(PH) Khartu-al Prestige Series Display Case Description
- item_DescFlair_Model_Khartu-Al=(PH) Model: Khartu-al Description
- item_DescFlair_Model_Khartu-Al_Box=(PH) Box: Model Khartu-al Description
- item_DescFlair_Model_M50=(PH) Model: M50 Description
- item_DescFlair_Model_M50_Box=(PH) Box: Model M50 Description
- item_DescFlair_Model_Mustang_Alpha=(PH) Model: Mustang Alpha Description
- item_DescFlair_Model_Mustang_Alpha_Box=(PH) Box: Model Mustang Alpha Description
- item_DescFlair_Model_Mustang_Beta=(PH) Model: Mustang Beta Description
- item_DescFlair_Model_Mustang_Beta_Box=(PH) Box: Model Mustang Beta Description
- item_DescFlair_Model_Mustang_Delta=(PH) Model: Mustang Delta Description
- item_DescFlair_Model_Mustang_Delta_Box=(PH) Box: Model Mustang Delta Description
- item_DescFlair_Model_Mustang_Gamma=(PH) Model Mustang Gamma Description
- item_DescFlair_Model_Mustang_Gamma_Box=(PH) Box: Model Mustang Gamma Description
- item_DescFlair_Model_Reliant=(PH) Model: Reliant Description
- item_DescFlair_Model_Reliant_Box=(PH) Box: Model Reliant Description
- item_DescFlair_Model_Sabre=(PH) Model: Sabre Description
- item_DescFlair_Model_Sabre_Box=(PH) Box: Model Sabre Description
- item_DescFlair_Model_Starfarer=(PH) Model: Starfarer Description
- item_DescFlair_Model_Starfarer_Box=(PH) Box: Model Starfarer Description
- item_DescFlair_Model_Station_Icarus-One_a=(PH) Holographic representation of the Icarus-One Station.
- item_DescFlair_Model_Station_ICC_Probe_a=(PH) Holographic representation of the ICC Probe Station.
- item_DescFlair_Model_Station_IMS_Bolliver_a=(PH) Holographic representation of the IMS Bolliver Station.
- item_DescFlair_Model_Station_Port_Olisar_a=(PH) Holographic representation of the Port Olisar Station.
- item_DescFlair_Model_Tmbl_Nova_Dsrt=(PH) Description for Model: Tumbril Nova Badlands
- item_DescFlair_Model_Tmbl_Nova_Green=(PH) Description for Model: Tumbril Nova UEE Army
- item_DescFlair_Model_Tmbl_Nova_Snow=(PH) Description for Model: Tumbril Nova Snowblind
- item_DescFlair_Piano_Phoenix=The Sentinel 88G from Hartwell Music features a full 88-key digital piano in a molded grand piano frame. The 88G features fully responsive, real hammer weighted action on the keys with a variety of customizable sounds based on actual recordings of classic instruments creating a classical experience for the modern age.
- item_DescFlair_Poster_001=Be a hero with this iconic poster, perfect for hanging on the wall of your hangar!
- item_DescFlair_Poster_002=Hang this dynamic recruiting poster from the UEEN on your wall and show your support for the United Earth Empire Navy!
- item_DescFlair_Poster_003=Display your racing spirit by hanging this Origin Jumpworks 350r poster on your wall!s
- item_DescFlair_Poster_004=The flagship of the pirate community, the Drake Cutlass, and the iconic Vanduul raider, the Scythe, circle each other on a silent battlefield of tumbling rock.
- item_DescFlair_Poster_005=Got the itch to live a life of freedom among the stars? This MISC Freelancer poster will showcase your adventurous spirit!
- item_DescFlair_Poster_006=The F7A Hornet is one of the most iconic space superiority fighters ever developed. Celebrate its heritage with this fantastic poster!
- item_DescFlair_Poster_007=(PH) Poster: Gladiator Description
- item_DescFlair_Poster_008=(PH) Poster: Retaliator Description
- item_DescFlair_Poster_CitizenCon=(PH) Poster: CitizenCon Description
- item_DescFlair_Poster_Constellation=(PH) Poster: Constellation Description
- item_DescFlair_Poster_Gamescom=(PH) Poster: Gamescom Description
- item_DescFlair_Poster_Murray_Cup=(PH) Poster: Murray Cup Description
- item_DescFlair_Poster_nVidia=(PH) Poster: nVidia Description
- item_DescFlair_Poster_SM_Mag_Cover=(PH) Poster showing the initial magazine coverage that detailed the release of Star Marine.
- item_DescFlair_Poster_Tears_Of_Fire=(PH) Inducted into the UPE Historical Vault for Antiquity in 2633, Aaron Fring immortalized the last moments of the Second Tevarin War in his iconic painting “Tears of Fire.” Fring was on Elysium when Warlord Corath’Thal and the remaining members of his Tevarin fleet incinerated themselves in the atmosphere of their homeworld.
- item_DescFlair_Puglisi_Armor=(PH) Puglisi Collection: Armor Description
- item_DescFlair_Puglisi_Skull=(PH) Puglisi Collection: Skull Description
- item_DescFlair_Radegast_Whiskey_Concierge=With an unparalleled reputation for crafting phenomenal whiskeys of uncompromising quality for over four centuries, Radegast Distillery is proud to announce the 2947 release of its Homeward Limited-Edition Collection 40 SEY. Award-winning Master Distiller Hanshi Wilkes skillfully hand-blends the Martian spirit before it is re-barreled in Angeli casks and transported along a unique homeward flight path to maximize specific astronomical conditions which develop a peppery smoke-forward expression underpinned with charcoal, mace, ripe gooseberries, and citron notes. Once it has safely returned to Mars, the blend is aged for several more years to ensure it has the distinct smooth and mellow profile Radegast is known for. The result is a 40-year-old dram that embraces the adventurous flavor profiles of Angeli with the traditional personality of a Martian whiskey; a drink worthy of coming home for.
- item_DescFlair_RockContainer=(PH) Puglisi Collection: Artifact Description
- item_DescFlair_RSI_Display=(PH) RSI Display Case Description
- item_DescFlair_Schematic_Aegs_Hammerhead=[PH] Schematic: Aegis Hammerhead Description
- item_DescFlair_Schematic_Aegs_Reclaimer=[PH] Schematic: Aegis Reclaimer Description
- item_DescFlair_Schematic_Aegs_Vanguard_Hoplite=Thanks to Esperia’s “Masters of Design” series, you can examine the schematics for the Vanguard Hoplite to see what Aegis did to convert this deep space fighter into a dedicated boarding ship.
- item_DescFlair_Schematic_Aegs_Vindicator=PH Schematic: This schematic reveals the design Aegis used to allow the Sabre to be both a rapid responder and a deadly dogfighter.
- item_DescFlair_Schematic_Anvl_Hurricane=See how Anvil engineers modernized the Hurricane’s classic design by Casse Aerospace with this official schematic generously donated by Anvil Aerospace, which is a part of Esperia’s “Masters of Design” series.
- item_DescFlair_Schematic_Anvl_Terrapin=This schematic penetrates the layers of armor protecting the Terrapin to show what makes this scanning ship one tough nut to crack. This is thanks to Esperia’s “Masters of Design” series, which shares classic ship schematics from their extensive archive.
- item_DescFlair_Schematic_Argo_MPUV=See what makes the Argo MPUV the classic, utilitarian cargo carrier found in every corner of the Empire; from civilian use to military service. All thanks to this detailed schematic from Esperia’s “Masters of Design” series.
- item_DescFlair_Schematic_BIS_2019_Caterpillar=Explore every millimeter of Drake Interplanetary's massive Caterpillar with this schematic celebrating its victory as Best in Show at the 2949 Intergalactic Aerospace Expo.
- item_DescFlair_Schematic_BIS_2019_Cutlass=Dig into the details of Drake's distinct Cutlass design with this schematic, created in conjunction with the 2949 Intergalactic Aerospace Expo to celebrate the ship being a Best in Show finalist.
- item_DescFlair_Schematic_BIS_2019_Hammerhead=This schematic allows you to count every turret aboard the intimidating Aegis Hammerhead. It was released to commemorate the ship being a Best in Show finalist at the 2949 Intergalactic Aerospace Expo.
- item_DescFlair_Schematic_BIS_2019_Reclaimer=This schematics showcases the sheer size and scope of the Aegis Reclaimer. This beloved deep-space salvage ship was voted a Best in Show finalist at the 2949 Intergalactic Aerospace Expo.
- item_DescFlair_Schematic_Drak_Caterpillar=Try not to get lost in the detailed schematic for Drake’s massive cargo ship, the Caterpillar. These blueprints are a part of Esperia’s “Masters of Design” series, which shares classic ship schematics from their massive archive.
- item_DescFlair_Schematic_Drak_Caterpillar_2=[PH] Schematic: Drake Caterpillar 2 Description
- item_DescFlair_Schematic_Drak_Cutlass=[PH] Schematic: Drake Cutlass Description
- item_DescFlair_Schematic_Drak_Dragonfly=Check out how Drake packed everything into the compact, open-canopy Dragonfly space bike with this schematic, which is the final entry into Esperia’s “Masters of Design” series.
- item_DescFlair_Schematic_Drak_Herald=This schematic, faithfully restored and displayed as part of Esperia’s “Masters of Design” series, exposes the secrets that make the speedy Drake Herald an excellent data runner.
- item_DescFlair_Schematic_Misc_Prospector=Dig behind the hull of the MISC Prospector, one of the UEE’s preeminent solo mining vessels, with this detailed schematic. Esperia’s “Masters of Design” official blueprint, faithfully reproduced from the original MISC archive, goes under the panels to show all the systems of this durable worker.
- item_DescFlair_Schematic_Misc_Razor=The schematic for this endurance racer shows off the distinctly Xi’an engines and thrusters used by the MISC Razor. It’s a welcome addition to Esperia’s “Masters of Design” series, as the ship beautifully blends both Human and Xi’an technology.
- item_DescFlair_Schematic_Orig_85X=PH Schematic: Get to know every inch of the Origin 85X with the schematics for this agile and luxurious racer from Origin.
- item_DescFlair_Schematic_Rsi_Polaris=Next in the “Masters of Design” series from Esperia are schematics for RSI’s latest Corvette-class capital ship which has quickly become popular with both the military and militias for its aggressive torpedo loadout.
- item_DescFlair_Sextant_uncarryable=High tech innovators microTech pay homage to the past with this sextant, an ancient Earth instrument used for celestial navigation. It was designed with modern materials that help stabilize the device and stop warping due to extreme weather conditions.
- item_DescFlair_Space_Mushroom=Created by a team of genetic researchers at the University of Rhetor, the opera mushroom is unique in the fungus genus for the various audible tones that it produces. The hollow central chamber of the cap acts as a reverberation chamber amplifying the sounds caused by it’s unique cell structure stretching and compressing as water moves through its mycelium.
- item_DescFlair_Space_Shelf=(PH) Plant Shelf Description
- item_DescFlair_Spaceglobe_Evade=(PH) Spaceglobe: Evade Description
- item_DescFlair_Spaceglobe_Moments=(PH) Spaceglobe: Moments Description
- item_DescFlair_Spaceglobe_Salvage=(PH) Spaceglobe: Salvage Description
- item_DescFlair_Table_Conference=[PH] Conference Table
- item_DescFlair_Takuetsu_Display=(PH) Takuetsu Display Case Description
- item_DescFlair_Tephra_Mine=Aegis Dynamics decommissioned this former weapon of war and turned it into a work of art to celebrate 400 years of service for the UEE's most celebrated minelayer, the Nautilus. Now this Tephra homing mine from Firestorm Kinetics can be safely displayed in hangars across the UEE, allowing you to get up close and personal with this big, bold beast without being blown to bits.
- item_DescFlair_Towel_42=(PH) S42 Towel Rod
- item_DescFlair_Trophy_Citizencon_2015=(PH) Trophy: Citizencon 2945 Description
- item_DescFlair_Trophy_Citizencon_2015_Subscriber=(PH) Trophy: Citizencon 2945 (Subscriber) Description
- item_DescFlair_Trophy_Citizencon_2016=(PH) Trophy: Citizencon 2016 Description
- item_DescFlair_Trophy_Citizencon_2016_Subscriber=(PH) Trophy: Citizencon 2016 (Subscriber) Description
- item_DescFlair_Trophy_Citizencon_2017=(PH) Trophy: Citizencon 2017 Description
- item_DescFlair_Trophy_Citizencon_2018=(PH) Trophy: Citizencon 2018 Description
- item_DescFlair_Trophy_Citizencon_2019=A commemorative trophy celebrating CitizenCon 2949. It features a holographic projection of the logo and the event's name and year engraved into its metal base.
- item_DescFlair_Trophy_Gamescom=(PH) Trophy: Gamescom Description
- item_DescFlair_Trophy_Gamescom_2944=(PH) Trophy: Gamescom 2944 Description
- item_DescFlair_Trophy_Gamescom_2945=(PH) Trophy: Gamescom 2945 Description
- item_DescFlair_Trophy_Gamescom_2945_PG=(PH) Trophy: Gamescom 2945 PG Description
- item_DescFlair_Trophy_Gamescom_2946=(PH) Trophy: Gamescom 2946 Description
- item_DescFlair_Trophy_Gamescom_2946_PG=(PH) Trophy: Gamescom 2946 PG Description
- item_DescFlair_Trophy_Golden_Ticket=(PH) Trophy: Golden Ticket Description
- item_DescFlair_Trophy_PAX=(PH) Trophy: PAX Description
- item_DescFlair_Trophy_RSI_Cup=RSI Cup Trophy.
- item_DescFlair_Trophy_Zeus=Commemorate the legendary flight of the RSI Zeus with this superbly detailed scale model. A must-have for any serious collection.
- item_DescFlair_Vanduul_Armor=(PH) Puglisi Collection: Scythe Plating Description
- item_DescFlair_Vasli_Fragment_Stone=(PH) Puglisi Collection: Vasli Fragment Description
- item_DescFlair_Vending_Big_Benny=(PH) This Big Benny's vending machine is a favorite among citizens around the 'verse.
- item_DescFlair_viVid_Display=From microTech, the makers of mobiGlas and VI Specs, comes the latest generation multi-viewer, the viVid display, featuring full spectrum color-bleed and first-in-class holo-optics to bring a wide array of visuals to vivid life.
- item_DescFlair_Weapon_Knife_CitizenCon2018=(PH) CitizenCon 2018 Knife Display Description
- item_DescFlair_Workbench=This workbench is the standard across UEE space. Get yours today and never borrow your neighbor's tools again!
- item_DescFlashlight=<-=MISSING=->
- item_DescFootlocker=(PH) Footlocker Description
- item_DescFPS_3DRadar=[PH] FPS 3D Radar
- item_DescFPS_3DRadarDisplay=[PH] FPS 3D Radar Display
- item_DescFPS_Scanner=[PH] FPS Scanner
- item_DescFreelancer_Stock_Missile_Rack=[PH] Freelancer Stock Missile Rack
- item_DescFSKI_S1_RPOD_3x_S3=Item Type: Rocket Pod\nManufacturer: Firestorm Kinetics\nSize: 1\nRockets: 3xS3\n\nThe Yebira I rocket pod is the perfect system for efficient deployment of S3 ordnance. Manufactured by Firestorm Kinetics, this rocket pod carries three rockets and attaches to any size one hardpoint.
- item_DescFSKI_S2_RPOD_6x_S3=Item Type: Rocket Pod\nManufacturer: Firestorm Kinetics\nSize: 2\nRockets: 6xS3\n\nThe Yebira II rocket pod is the perfect system for efficient deployment of S3 ordnance. Manufactured by Firestorm Kinetics, this rocket pod carries six rockets and attaches to any size two hardpoint.
- item_DescFSKI_S3_RPOD_9x_S3=Item Type: Rocket Pod\nManufacturer: Firestorm Kinetics\nSize: 3\nRockets: 9xS3\n\nThe Yebira III rocket pod is the perfect system for efficient deployment of S3 ordnance. Manufactured by Firestorm Kinetics, this rocket pod carries nine rockets and attaches to any size three hardpoint.
- item_DescGATS_BallisticCannon_S1=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Cannon\nSize: 1\n\nFed by Gallenson Tactical’s patented SpinGlide drum ammunition system, the Tarantula GT-870 Mk1 can smoothly and accurately deliver a consistent stream of ballistic shells. Though it only has a moderate rate of fire, its trustworthy durability makes it a dependable addition to any fight.
- item_DescGATS_BallisticCannon_S2=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Cannon\nSize: 2\n\nFed by Gallenson Tactical’s patented SpinGlide drum ammunition system, the Tarantula GT-870 Mk2 can smoothly and accurately deliver a consistent stream of ballistic shells. Though it only has a moderate rate of fire, its trustworthy durability makes it a dependable addition to any fight.
- item_DescGATS_BallisticCannon_S3=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Cannon\nSize: 3\n\nFed by Gallenson Tactical’s patented SpinGlide drum ammunition system, the Tarantula GT-870 Mk3 can smoothly and accurately deliver a consistent stream of ballistic shells. Though it only has a moderate rate of fire, its trustworthy durability makes it a dependable addition to any fight.
- item_DescGATS_BallisticGatling_S1=Manufacturer: Gallenson Tactical\nItem Type: Ballistic Gatling\nSize: 1\n\nWhile the GT-210 YellowJacket may be small, it packs a mighty sting. This high-speed ballistic weapon is perfect for targeting smaller, more mobile targets and its DTX-8 ammo supply system almost completely eliminates weapon jams due to bad rounds.
- item_DescGATS_BallisticGatling_S2=Manufacturer: Gallenson Tactical\nItem Type: Ballistic Gatling\nSize: 2\n\nThe Scorpion GT-215 is a hydraulically-driven Gatling-type rotary cannon designed to deliver smaller rounds at a very high rate of fire. The Scorpion is designed to shred armor on very fast targets, sacrificing power for absolute saturation of the target area.
- item_DescGATS_BallisticGatling_S3=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Gatling\nSize: 3\n\nThe Mantis GT-220 is a hydraulically-driven Gatling-type rotary cannon designed to deliver smaller rounds at a very high rate of fire. The Mantis is designed to shred armor on very fast targets, sacrificing power for absolute saturation of the target area.
- item_Descgmni_lmg_ballistic_01=Manufacturer: Gemini\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 150\nRate Of Fire: 1000 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S2), Barrel (N/A), Underbarrel (S3)\n\nFeaturing an explosive rate of fire that tops at a 1000 rpm and Gemini's sleek and professional styling, the F55 is a light machine gun for discerning clientele who want to the 'verse to know that they are not to be trifled with.
- item_Descgmni_lmg_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 150\n\nThis magazine for the Gemini F55 LMG holds one hundred and fifty 5mm rounds.
- item_Descgmni_optics_tsco_x4_s2=Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic \nMagnification: 4x\nSize: 2\n\nCombining a premium 4x telescopic sight with Gemini's innovative echoburst rangefinder, the OT4-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. When paired with the Gemini S71 or other compatible weapon, the OT4-RF is engineered to impress in a variety of situations and engagements.
- item_Descgmni_pistol_ballistic_01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_black02=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_cen01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 Voyager edition adds a slick look to this classic compact handgun from Gemini. The barrel features a checkered metallic finish atop a blue and black ergonomic handle that's a natural fit for any shooter. Orange accents highlight the Tritium low-light sight.
- item_Descgmni_pistol_ballistic_01_gold01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_green01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_imp01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAn eye-catching bronze barrel and trigger adds elegance to the LH86 Pathfinder edition. This beautiful and balanced handgun from Gemini makes an ideal weapon for personal defense and close-quarter combat. It also features a Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_mag=Item Type: Magazine\nCapacity: 13\n\nThis combat-rated magazine for the Gemini LH86 holds thirteen 10mm rounds.
- item_Descgmni_pistol_ballistic_01_tan01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_white01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_01_white02=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_Descgmni_pistol_ballistic_02=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
- item_DescGMNI_rifle_ballistic_01=Manufacturer: Gemini\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 300 rpm / 900 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nWith the S71, Gemini designed an ergonomic assault rifle ideal for mid-range engagements. Chambered with a smaller caliber round than other weapons in its class, the S71 has become popular among private military professionals for its sleek aesthetics and precise accuracy.
- item_Descgmni_rifle_ballistic_01_mag=Item Type: Magazine\nCapacity: 30\n\nThis magazine for the Gemini S71 rifle holds thirty 5mm rounds.
- item_Descgmni_shotgun_ballistic_01=Manufacturer: Gemini\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 10\nRate Of Fire: 120 rpm / 60 rpm\nEffective Range: 15 m / 35 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe R97 combines sleek design and stopping power for an elegant and effective close quarters weapon. This ballistic shotgun from Gemini features two distinct fire modes — a semi-auto wide spread mode ideal for dealing quick damage and a focused mode that offers increased range at the expense of some power. This combat flexibility has made the R97 a popular personal defense weapon across the Empire.
- item_Descgmni_shotgun_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 10\n\nThis magazine for the Gemini R97 ballistic shotgun comes pre-loaded with ten 12-gauge shells.
- item_DescGMNT_MISC_S03_PL01=Item Type: Weapon Mount\nManufacturer: MISC\nSize: 4\n\nMISC built the Gilroy as a custom wing mounted gimbal for the Reliant. Standard on the Tana, it allows an S3 weapon better movement when tracking targets.
- item_DescGoldFish=Found in the rivers on Cassel in the Goss System, the Midas fish's golden color and nocturnal schedule make it a highly sought after addition to aquariums around the universe.
- item_DescGravityGeneratorControl=<-=MISSING=->
- item_DescGreenLaserBolt=<-=MISSING=->
- item_DescGreycat_Industrial_Sure_Grip_Tractor=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\n\nGreycat’s latest addition to their field-tested tractor beam line is a dependable addition to their catalog. Aside from a more efficient pull/draw ratio, the latest model does little to advance from the previous models. The Sure Grip has settings to target and extract everything from asteroid fragments to drifting crewmen, backed by Greycat’s certified Soft-Touch® guarantee.
- item_DescGRIN_Cydnus_Engine=[PH] GRIN Cydnus Engine
- item_DescGRIN_Cydnus_Joint=[PH] GRIN Cydnus Joint Thruster
- item_DescGRIN_Cydnus_Leg=[PH] GRIN Cydnus Leg Thruster
- item_DescGRIN_Cydnus_Retro=[PH] GRIN Cydnus Retro Thruster
- item_DescGRIN_Cydnus_Seat_Pilot=[PH] GRIN Cydnus Pilot Seat
- item_DescGRIN_Cydnus_Support=[PH] GRIN Cydnus Support Seat
- item_DescGRIN_Greycat_Seat_Driver=[PH] GRIN Greycat Driver's Seat
- item_DescGRIN_Greycat_Seat_Passenger=[PH] GRIN Greycat Passenger's Seat
- item_Descgrin_multitool_01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier.
- item_Descgrin_multitool_01_cutter=MUST BUY BASE MULTI-TOOL\n\nManufacturer: Greycat Industrial\nItem Type: Multi-Tool Attachment\nClass: Cutter\n\nTransform Greycat's Pyro RYT Multi-Tool into a precision cutter with the OxyTorch attachment. Built to quickly and easily slice through appropriate materials, the OxyTorch harnesses the power of the multi-tool to deliver accurate cuts with clean edges, making it a convenient attachment ideal for both professionals and hobbyists.
- item_Descgrin_multitool_01_mining=MUST BUY BASE MULTI-TOOL TO USE: "Pyro RYT Multi-Tool"\n\nManufacturer: Greycat Industrial\nItem Type: Multi-Tool Attachment\nClass: Mining\n\nThe OreBit attachment turns Greycat's Pyro RYT Multi-Tool into a handheld mining machine. It can scan rocks to find worthwhile deposits and then liberate the lode with its powerful mining laser. Next time you're planetside, be sure you bring this attachment or risk leaving easy credits behind.
- item_Descgrin_paw=This multi-tool from Greycat Industries is the ideal choice for a wide variety of jobs. Capable of stripping, cutting, and patching; it's multiple attachments allow it to assist in everything from salvage and repairs, to cutting, spot welds, and more.
- item_Descgrin_paw_laser=This laser sight for the Greycat Pyro RYT multi-tool assists the operator to aim precisely while cutting or performing repairs.
- item_Descgrin_paw_mag=This battery powers Greycat's Pyro RYT multi-tool, so that you can tackle a variety of tasks.
- item_DescGRNP_SR_S3_Q2=[PH] GNRP Radar
- item_DescHammer_Propulsion_HMX_4_3=[PH] HAPR HMX 4.3 Thruster
- item_DescHammer_Propulsion_Twin_HM_4_3=The luxury version of the HM4.3, Hammer Propulsion's HMX4.3 engine system features customized racing parts from some of the league's top engineers to help weather corrosion and general part decay.
- item_DescHangarGravPallet=<-=MISSING=->
- item_DescHAPR_Gladiator_HE52_S2_Q2=[PH] HAPR Gladiator HE52 Thruster
- item_DescHAPR_HL24_S4_Q2=Hammer Propulsion's HL 2.4 utilizes award-winning Gated 4 Grid Iron technology to provide a high output thrust with minimal emissions.
- item_DescHAPR_P_ESI_S2_Q2=[PH] HAPR P ESI Thruster
- item_DescHAPR_P_ESI_S5_Q2=[PH] HAPR P ESI Thruster
- item_DescHAPR_P_ESI_S5_Q2_Retro=[PH] HAPR P ESI Retro Thruster
- item_DescHAPR_VP_ESI_S1_Q2=[PH] Hammer Propulsion HM 4.1
- item_DescHAPR_VP_ESI_S2_Q2=Hammer Propulsion's HM 4.2 thrusters are built with Electrostatic Ion technology, tuned for maximum thrust at the expense of signature profile and fuel efficiency. Making this an ideal option for racers or anyone who doesn't mind making an impression.
- item_DescHAPR_VP_ESI_S3_Q2=If speed is what you're after, the HM4.3 engine can give it to you. Built under supervision of the Racing Division at Hammer Propulsion, the 4.3 is a single-thruster system iteration of the award-winning Twin HM4.3 propulsion units made famous by the Origin 350r racers. The 4.3 has been specifically crafted down to the smallest pinion to give you the most boost possible in a single engine system.
- item_DescHAPR_VP_ESI_S4_Q2=Capable of powering a medium class vessel, the HM4.4 is all speed and no caution. It's main selling point, the heavy output, becomes its biggest detriment as the engine flash will make conventional countermeasures useless when attempting to distract missiles. But, like the ad says, if it's speed you want...
- item_DescHAPR_VP_RMI_S5_Q2=Hammer Propulsion's HE 5.5 offers the same high quality, high output design that you find in the 5.3 but amplified to handle larger class vessels. the 5.5 is one of the most durable and robust thrusters on the market for commercial and shipping vehicles.
- item_Deschdgw_pistol_ballistic_01=Manufacturer: Hedeby Gunworks\nItem Type: Frag Pistol\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 140 rpm\nEffective Range: 80 m / 10 m (Charged)\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhile the Salvo can be used as a normal pistol, Hedeby didn’t stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom.
- item_Deschdgw_pistol_ballistic_01_mag=Item Type: Magazine\nCapacity: 8\n\nThis magazine for the Salvo Frag Pistol holds eight .50 caliber rounds.
- item_DescHRST_LaserRepeater_S1=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 1\n\nThe Attrition-1 laser repeater features Hurston Dynamics' unique cascade technology which provides increased performance while sustained laser fire is maintained. The result is a size one weapon that rewards a deft operator.
- item_DescHRST_LaserRepeater_S2=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 2\n\nWhen the battle is heating up, that's when Hurston Dynamics' cascade laser technology really shines. With the size two Attrition-2 repeater, an operator can utilize sustained bursts of laser fire in order to translate excess heat into greater weapon performance.
- item_DescHRST_LaserRepeater_S3=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 3\n\nRather than limiting their weapon's performance to increase stability, Hurston Dynamics' cascade technology allows the operator to decide. While overheating is a risk, longer periods of sustained fire with the Attrition-3 laser repeater will increase performance as excess heat is translated into greater energy output.
- item_DescHRST_LaserRepeater_S4=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 4\n\nHurston Dynamics has fully integrated it's cascade laser technology into their Attrition-line of repeaters. The size four Attrition-4 is no exception, operating at peak performance when near its maximum thermal capacity.
- item_DescHRST_LaserRepeater_S5=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 5\n\nMore than a simple size five laser repeater, the Attrition-5 from Hurston Dynamics features advanced cascade technology to allow the weapon significant performance improvements the longer it sustains its energy output.
- item_DescHRST_LaserRepeater_S6=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 6\n\nWith Hurston Dynamics' cascade technology, the Attrition-6 laser repeater maximizes it's combat potential. It's common for weapons to heat up when used heavily in combat, but what sets this size six repeater apart is that thermal energy is translating directly into increased offensive strength.
- item_DescHRST_LaserScattergun_S1=Manufacturer: Hurston Dynamics\nItem Type: Laser Scattergun\nSize: 1\n\nThanks to its integration of Hurston Dynamics' laser cascade technology, the Dominance-1 scattergun is able to deliver more damage the closer the size one weapon operates to its maximum safe thermal capacity.
- item_DescHRST_LaserScattergun_S2=Manufacturer: Hurston Dynamics\nItem Type: Laser Scattergun\nSize: 2\n\nThe harder the fight, the harder the Dominance-2 scattergun works. As its thermal levels increase, the size two weapon from Hurston Dynamics is able utilize cascade technology to turn that thermal potential into an even deadlier close-quarters attack.
- item_DescHRST_LaserScattergun_S3=Manufacturer: Hurston Dynamics\nItem Type: Laser Scattergun\nSize: 3\n\nThe Dominance-3 scattergun from Hurston Dynamics showcases the weapons manufacturer's cascade technology. As the operator continues to fire the size three weapon, the better able it is to convert the heat generated into increasingly devastating attacks.
- item_DescHRST_S1_RPOD_6x_S1=Item Type: Rocket Pod\nManufacturer: Hurston Dynamics\nSize: 1\nRockets: 6xS1\n\nThe Jericho rocket pod from Hurston Dynamics is compatible with any size one hardpoint and capable of carrying six S1 rockets.
- item_DescHRST_S2_RPOD_12x_S1=Item Type: Rocket Pod\nManufacturer: Hurston Dynamics\nSize: 2\nRockets: 12xS1\n\nThe Jericho X rocket pod from Hurston Dynamics is compatible with any size two hardpoint and capable of carrying twelve S1 rockets.
- item_DescHRST_S3_RPOD_18x_S1=Item Type: Rocket Pod\nManufacturer: Hurston Dynamics\nSize: 3\nRockets: 18xS1\n\nThe Jericho XL rocket pod from Hurston Dynamics is compatible with any size three hardpoint and capable of carrying eighteen S1 rockets.
- item_DescHYPR_FM_ESI_S3_Q1=[PH] Origin Scalpel Precision Thruster
- item_DescHYPR_FXP_ESI_S1_Q1=[PH] Hydra Propulsion M1-16
- item_DescHYPR_JM_ESI_S3_Q1=[PH] Origin Omni Precision Ball Thruster
- item_DescHYPR_M116_S1_Q1=Welcome to the next level of maneuverability. The M1-16 line of thrusters from Hydra Propulsion features ultra-fine precision bursts to allow pilots an unprecedented level of control.
- item_DescHYPR_M116A_S1_Q1=[PH] HYPR M1-16A
- item_DescHYPR_M116B_S1_Q1=[PH] HYPR M1-16B
- item_DescIdris_Cooler=[PH] AEGS Idris Cooler
- item_DescIdris_FuelIntake=[PH] AEGS Idris Fuel Intake
- item_DescIdris_FuelTank=[PH] AEGS Idris Fuel Tank
- item_DescIdris_MainEngine=[PH] AEGS Idris Main Engine
- item_DescIdris_PowerPlant=[PH] AEGS Idris Powerplant
- item_DescIdris_Retro_Thruster=[PH] AEGS Idris Retro Thruster
- item_DescIdris_Thruster=[PH] AEGS Idris Thruster
- item_DescIdris_Turret=[PH] AEGS Idris Turret
- item_DescJellyfish=A smaller cousin of a deep-sea bioluminescent species, the Oshi have only recently adapted to the lighter pressure closer to the surface of the vast oceans.
- item_Descjokr_decoy_grenade_01=Manufacturer: Joker Engineering\nItem Type: Grenade\n\nDamage Type: Non-Lethal\n\nJoker’s Insta-Friends grenade brings a party to your adversaries when they least need it. Enemy radars caught within the grenade’s radius get flooded with enough fake signals to make their heads spin. Allowing you the advantage to either attack or escape.
- item_Descjokr_decoy_grenade_01_ammo=Joker’s Insta-Friends grenade brings a party to your adversaries when they least need it. Enemy radars caught within the grenade’s radius get flooded with enough fake signals to make their heads spin. Allowing you the advantage to either attack or escape.
- item_DescJOKR_Defcon_CML_Chaff=[PH] JOKR Defcon - Chaff Launcher
- item_DescJOKR_Defcon_CML_Flare=[PH] JOKR Defcon - Flare Launcher
- item_DescJOKR_DistortionCannon_S1=Manufacturer: Joker Engineering\nItem Type: Distortion Cannon\nSize: 1\n\nThe geniuses over at Joker have done it again. The Suckerpunch Distortion autocannon is a long-range weapon that drains your target's power supply rather than damaging the physical body of the ship, making it ideal for law-enforcement or other applications.
- item_DescJOKR_DistortionCannon_S2=Manufacturer: Joker Engineering\nItem Type: Distortion Cannon\nSize: 2\n\nSilently strike from afar with the Suckerpunch. Joker's long-range size two distortion cannon drains a target's power system, leaving them helpless to defend against what you have planned next. An ideal choice for law enforcement, bounty hunters, and other non-lethal operations.
- item_DescJOKR_DistortionCannon_S3=Manufacturer: Joker Engineering\nItem Type: Distortion Cannon\nSize: 3\n\nWhen you want to catch your prey without doing damage use the Suckerpunch. This size three distortion cannon from Joker depletes the target's power system, making it an excellent and effective non-lethal addition to your arsenal.
- item_Descjokr_hologram_01=Manufacturer: Joker Enterprises\n\nThe Doubletime system from Joker Engineering projects a holographic reproduction of the user in an effort to confuse and distract hostile forces and allow the operator to change the dynamic of the battle.
- item_DescKBAR_BallisticCannon_S1=Manufacturer: KnightBridge Arms\nItem Type: Ballistic Cannon\nSize: 1\n\nThe entry level autocannon of the KnightBridge Arms Sword-line, the 9-Series Longsword fires a ballistic round designed for use against a variety of armored hostiles while allowing pilots to keep a healthy distance from targets.
- item_DescKBAR_BallisticCannon_S2=Manufacturer: KnightBridge Arms\nItem Type: Ballistic Cannon\nSize: 2\n\nKnightBridge Arms knows that when it comes to battle, having the right weapon can make all the difference. With its powerful ballistic rounds, the versatile, size two 10-Series Greatsword will see you through to the conflict's end thanks to it long range and high damage potential.
- item_DescKBAR_BallisticCannon_S3=Manufacturer: KnightBridge Arms\nItem Type: Ballistic Cannon\nSize: 3\n\nThe 11-Series Broadsword from KnightBridge Arms is the size three ballistic autocannon pilots come to when they want the 3 D’s: distance, dependability and damage.
- item_DescKGGR_DomeBeacon=@Dome Beacon light
- item_DescKGGR_GeneralNavLight_1=@General Navigation light
- item_DescKGGR_GeneralNavLight_2=@General Navigation light
- item_DescKGGR_LandingLight=@Landing light
- item_DescKGGR_NavigationLight=@Navigation light
- item_DescKGGR_Strobelight=@Navigation Strobe light
- item_Descklwe_grapplebeam_01=Klaus & Werner’s Kagi RTD (Rapid Traversal Device) is an add-on for their popular Arclight II laser pistol. The Kagi generates a highly focused field for the rapid traversal of a zero-g environment and features a range sensor that dynamically shifts polarity to insure safe velocities during movement.
- item_DescKLWE_LaserRepeater_S1=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 1\n\nFeaturing a three-barrel sequential fire design, the Klaus & Werner CF-117 Bulldog laser repeater is capable of delivering high velocity energy rounds while maintaining heat efficiency making it a favorite among new pilots who are outfitting their first ship.
- item_DescKLWE_LaserRepeater_S2=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 2\n\nThe CF-227 Badger is Klaus & Werner’s dependable size two repeating laser. Its increased output and high rate of fire make it a solid contender in any fight.
- item_DescKLWE_LaserRepeater_S3=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 3\n\nThe CF-337 Panther is the size three model in Klaus & Werner's laser repeater line. The Panther is a true fire-and-forget weapon with a respectable power consumption-to-damage ratio. Pilots who outfit their ships with Panthers rarely regret the decision.
- item_DescKLWE_LaserRepeater_S4=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 4\n\nWhen a ship comes charging at you with a CF-447 Rhino strapped on, it is an experience few pilots will ever forget. This formidable size four laser repeater from Klaus & Werner is well suited for medium-range engagements, but packs a wallop up close.
- item_DescKLWE_LaserRepeater_S5=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 5\n\nWith a bite as fearsome as its fanged namesake, the Klaus & Werner CF-557 Galdereen laser repeater is a solid choice for a wide range of vehicles thanks to its high rate of fire and consistent efficacy.
- item_DescKLWE_LaserRepeater_S6=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 6\n\nThis beast of a laser repeater from Klaus & Werner features three massive barrels that warn any who spot a ship bearing the CF-667 that they may want to think again before engaging.
- item_Descklwe_lmg_energy_01=Manufacturer: Klaus & Werner\nItem Type: LMG\nClass: Energy (Laser)\n\nBattery Size: 100\nRate Of Fire: 400 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nKlaus & Werner has created an iconic weapon with tried and true Demeco laser LMG. Used extensively in military engagements, this short-to-mid-range infantry favorite has been constructed with stability and accuracy at the forefront.
- item_Descklwe_lmg_energy_01_mag=Item Type: Battery\n\nCapacity: 100\n\nThis is a replacement battery for Klaus & Werner's iconic light machine gun, the Demeco.
- item_DescKLWE_MassDriver_S10=[PH] Idris Railgun Description
- item_DescKLWE_MassDriver_S2=Manufacturer: Klaus & Werner\nItem Type: Mass Driver\nSize: 2\n\nThe Klaus and Werner Sledge II Mass Driver Cannon is a hard-hitting ballistic weapon capable of firing multiple types of ammunition. This weapon’s increased shield penetration capabilities comes at a cost, however. Magazine space is limited, so ammunition must be replenished regularly. Because it does not use energy-based projectiles, the K&W mass driver has a reduced power cost and therefore results in a reduced EM signature.
- item_DescKLWE_MassDriverCannon_S2=Manufacturer: Klaus & Werner\nItem Type: Mass Driver\nSize: 2\n\nThe Klaus and Werner Sledge II Mass Driver Cannon is a 60mm hard-ammo ballistic weapon capable of firing multiple types of ammunition. This weapon’s increased shield penetration capabilities comes at a cost, however; magazine space is limited, and ammunition must be replenished regularly. Because it does not use energy-based projectiles, the K&W mass driver has a reduced power cost and therefore results in a reduced EM signature.
- item_Descklwe_optics_disp_x8_s3=Manufacturer: Klaus & Werner\nType: Monitor\nAttachment Point: Optic \nMagnification: 8x\nSize: 3\n\nWhile conventional scopes can induce eyestrain after extended periods of use, the Touchstone 8x monitor from Klaus & Werner provides ultra-critical eye relief and allows for “heads up” shooting where you are able to simultaneously track targets and observe environmental conditions. Built to cater to a variety of shooters, the Touchstone's reliability and clarity makes it the ideal choice for tactical rifles like the Arrowhead.
- item_Descklwe_pistol_energy_01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_black01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_black02=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_gold01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_green01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_mag=Item Type: Magazine\n\nCapacity: 60\n\nThis plasma cell has enough capacity for the Klaus & Werner Arclight pistol to fire 60 rounds before needing a recharge.
- item_Descklwe_pistol_energy_01_tan01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_white01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_01_white02=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_pistol_energy_02=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nA handheld laser made famous as Kyle Fenris’ sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
- item_Descklwe_rifle_energy_01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_black01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_black02=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_gold01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_green01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_mag=Item Type: Magazine\n\nCapacity: 120\n\nThis high-capacity battery sets itself apart by powering the Klaus & Werner Gallant energy rifle for 120 shots per charge.
- item_Descklwe_rifle_energy_01_reddot=A sight attachment that provides an illuminated red dot at the Gallent rifle's aimpoint.
- item_Descklwe_rifle_energy_01_tan01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_white01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_rifle_energy_01_white02=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nMagazine Size: 120\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
- item_Descklwe_smg_energy_01=Item Type: SMG\nClass: Laser\nMagazine Size: 45\nRate Of Fire: 562.5 rpm\nEffective Range: 25m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nKlaus & Werner's expert craftsmanship is once again on full display to make the Lumin V laser compact energy rifle even more deadly and dependable. A new "interval autofire" mode blasts five-round barrages when the trigger is held down, utilizing the target saturation that comes with autofire while providing breaks to recompensate aim. Even when constantly on the attack, the gun's excellent design provides low recoil and a tight spread.
- item_Descklwe_smg_energy_01_mag=Item Type: Magazine\nCapacity: 45\n\nReplacement battery for Klaus & Werner's Lumin V SMG.
- item_descklwe_sniper_energy_01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_5x=This telescopic sight attachment for the Arrowhead rifle allows 5 times optical magnification.
- item_Descklwe_sniper_energy_01_black01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_black02=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_cen01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nSurvey the way ahead with the Voyager edition of the Klaus & Werner Arrowhead energy sniper rifle. The fiberglass composite body features a checkered metallic finish, while its blue and orange high-powered scope honors the ICC Stellar Surveyors. Chart a path to safety or surprise the enemy with this reliable long-range energy rifle.
- item_Descklwe_sniper_energy_01_gold01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_green01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_imp01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner elevate the Arrowhead energy sniper rifle with the Pathfinder edition. Its bronze precision stock and compound scope feature a satin finish and elegant etchings. These elements create a weapon that's devastating from a distance and dazzling from up close.
- item_descklwe_sniper_energy_01_mag=Item Type: Magazine\n\nCapacity: 10\n\nThis compact power source provides the Klaus & Werner Arrowhead rifle enough energy for 10 long-range precise shots.
- item_Descklwe_sniper_energy_01_tan01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_white01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_Descklwe_sniper_energy_01_white02=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nMagazine Size: 40\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner’s Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
- item_DescKODK_TM4_Roller_S1_Q1=The TM Series thrusters from Kosmicheskie Dvigateli Kunayeva (KDK) are high-power maneuvering thrusters built around cutting-edge Electrostatic ion technology to provide a heavy output without sacrificing precision.
- item_DescKODK_TM4_Slider_S1_Q1=The TM Series thrusters from Kosmicheskie Dvigateli Kunayeva (KDK) are high-power maneuvering thrusters built around cutting-edge Electrostatic ion technology to provide a heavy output without sacrificing precision.
- item_DescKODK_TM8_RollFlex_S3_Q1=[PH] KDK TM-4 Slider Thruster
- item_DescKRIG_BallisticGatling_S2=Manufacturer: Kruger Intergalactic\nItem Type: Ballistic Gatling\nSize: 2\n\nA custom variant on Kruger Intergalactic’s Tigerstrike line of rotary cannons, this powerful gun was designed in conjunction with the team working on the P-52 Merlin to ensure that it fit seamlessly with the graceful lines of light fighter’s hull while still rapidly delivering round after round with the dependability that one expects from a Kruger weapon.
- item_DescKRIG_BallisticGatling_S3=Manufacturer: Kruger Intergalactic\nItem Type: Ballistic Gatling\nSize: 3\n\nSimply put, the Tigerstrike T-21 from Kruger is an equalizer. This high-speed rotary cannon is capable of delivering a relentless stream of rounds on target with a minimal chance of weapon jam making it an essential addition to any arsenal.
- item_DescKRIG_Cockpit_Audio=[PH] KRIG Cockpit Audio
- item_DescKRIG_LaserCannon_S3=Manufacturer: Kruger Intergalactic\nItem Type: Laser Cannon\nSize: 3\n\nCrafted with precision manufactured parts forged to extremely tight tolerances, designed for top-of-class heat management and assembled to exceed all industry standards, the Quarreler laser autocannon was created by Kruger Intergalactic for true defensive dependability.
- item_DescKRIG_Merlin_LandingSystem=[PH] KRIG Merlin Landing System
- item_DescKRIG_Merlin_Seat_Pilot=[PH] KRIG Merlin Pilot Seat
- item_DescKRIG_P52_Merlin_MultiLight=[PH] KRIG Merlin External Lights
- item_DescKRNG_LaserCannon_S4=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 4\n\nWith a steady hand and a sharp eye, there are few similarly classed laser autocannons that can out perform Kroneg's FL-33. This versatile, high-yield weapon was constructed with newly designed compensators to deliver damage at long ranges.
- item_DescKRON_LaserCannon_S1=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 1\n\nDeliver massive damage from a distance with Kroneg's FL line of laser cannons. The FL-11 might shoot slow but provides considerable firepower for a size one weapon.
- item_DescKRON_LaserCannon_S2=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 2\n\nDeliver massive damage from a distance with Kroneg's FL line of laser cannons. The size two FL-22 shines at medium and long ranges thanks to a design that minimizes damage falloff.
- item_DescKRON_LaserCannon_S3=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 3\n\nDeliver massive damage from a distance with Kroneg's FL line of laser cannons. Embodying Kroneg's practical design philosophy, the FL-33 remains one of the most reliable and destructive size three laser cannons currently available.
- item_Descksar_optics_tsco_x8_s3=Manufacturer: Kastak Arms\nType: Telescopic \nAttachment Point: Optic \nMagnification: 8x\nSize: 3\n\nDelivering accurate fire at long distances is a skill that comes with practice – and the use of a proper scope like Kastak Arms' Black Prism. Crafted with rugged, multi-coated crystalens to deliver bright, clear visuals, this 8x telescopic sight is completely at home on your favorite rifle.
- item_DescKSAR_pistol_ballistic_01=Manufacturer: Kastak Arms\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 180 rpm \nEffective Range: 100 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nOften called the Kastak Arms "hand cannon," the Coda can end an engagement with a single .50 caliber round, although the substantial power can make the Coda's recoil hard to handle. Considering its limited magazine size and substantial kick, sustained fire is discouraged in favor of more accurate single shots.
- item_Descksar_pistol_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 6\n\nThis magazine for the Kastak Arms Coda holds six .50 caliber rounds.
- item_Descksar_rifle_energy_01=Manufacturer: Kastak Arms\nItem Type: Assault Rifle\nClass: Energy (Plasma)\n\nMagazine Size: 30\nRate Of Fire: 500 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nThe Karna is a classic Kastak Arms plasma assault rifle. This mid-range mauler features burst, charged, and full-auto fire modes to allow for quick and easy situational adjustments. Besides its renowned firepower, the Karna's rugged looks and reliability have made it one of Kastak Arms' most popular weapons.
- item_Descksar_rifle_energy_01_mag=Item Type: Battery\n\nCapacity: 30\n\nThis is a replacement battery for Kastak Arms' plasma assault rifle, the Karna.
- item_Descksar_shotgun_ballistic_01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 16\nRate Of Fire: 105 rpm\nEffective Range: 15 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe Kastak Arms Ravager-212 Twin shotgun earns its name from its unique dual-barrels that allow for multiple ammo types to be used in conjunction with each other for maximum tactical possibilities.
- item_Descksar_shotgun_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 16\n\nThis magazine for the Kastak Arms Ravager-212 Twin Shotgun holds sixteen 12-gauge shells.
- item_Descksar_shotgun_energy_01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nAttachments: Optics (S1), Barrel (S3), Underbarrel (S2)\n\nKastak Arms’ Devastator is a pump-action plasma shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_shotgun_energy_01_black01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms’ Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_shotgun_energy_01_black02=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms’ Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_shotgun_energy_01_cen01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nThis semi-automatic electric shotgun from Kastak Arms delivers high-impact plasma blasts ideal for close combat. The Voyager edition upgrades the look with a checked metallic finish offset with blue highlights. Look to make a statement of form and function with the Devastator Voyager edition.
- item_Descksar_shotgun_energy_01_gold01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms’ Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_shotgun_energy_01_green01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms’ Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_shotgun_energy_01_imp01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nClear rooms in style with the Devastator Pathfinder edition semi-automatic shotgun. Its satin bronze finish features intricate etchings and "Charting the Way Ahead" across the stock. This electric shotgun delivers high-impact plasma blasts that are effective at short and medium ranges.
- item_Descksar_shotgun_energy_01_mag=Item Type: Magazine\n\nCapacity: 20\n\nThis high-voltage plasma capacitor allows the Kastak Arms Devastator shotgun to fire twenty standard shots, or four over-charged shots.
- item_Descksar_shotgun_energy_01_tan01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms’ Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_shotgun_energy_01_white02=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nMagazine Size: 20\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms’ Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
- item_Descksar_smg_energy_01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_black01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_black02=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_cc17=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat. This special commemorative powder blue finish highlights the numerous sponsors who made the 2947 CitizenCon such a great success.
- item_Descksar_smg_energy_01_cc17a=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat. Crafted to honor attendees of CitizenCon 2947, this smoldering orange finish proudly features the Foundry Forty-Two logo.
- item_Descksar_smg_energy_01_cc17b=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_gold01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_green01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_mag=Item Type: Magazine\n\nCapacity: 60\n\nReplacement battery for the Custodian, Kastak Arms' compact energy snub rifle.
- item_Descksar_smg_energy_01_tan01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_smg_energy_01_white02=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nMagazine Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
- item_Descksar_sniper_ballistic_01=Manufacturer: Kastak Arms\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 30 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (N/A), Underbarrel (S2)\n\nThe Scalpel is a unique and versatile sniper rifle from Kastak Arms. Designed with two barrels stacked atop of each other, it has two fire modes so you can adapt your shot to the situation. It can deliver a single, powerful shot from a long distance, or fire both barrels in quick succession to create a double-shot burst.
- item_Descksar_sniper_ballistic_01_mag=Item Type: Magazine\n\nCapacity: 8\n\nThis magazine for the Kastak Arms Scalpel comes loaded with eight 7.62mm rounds.
- item_Descksar_special_energy_01=Manufacturer: Kastak Arms\nItem Type: Cannon\nClass: Energy (Microwave)\n\nMagazine Size: 50\nRate Of Fire: N / A (Beam)\nEffective Range: 30 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nThe Firestorm from Kastak Arms is a portable heavy microwave cannon. This long range weapon system fires a continuous beam, capable of eliminating hostiles without damaging the environment.
- item_DescLPLT_SQV_S1=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: C\nClass: Civilian\n\nLightning Power Ltd's Powerbolt makes its living by offering the perfect blend of performance and signature masking. Lightning's proprietary Superfluid Quantum Vortex technology keeps energy emissions low while providing better output than typical stealth-oriented plants.
- item_DescM_80ssweptback_hair_01=Perfect for going full burn.
- item_DescM_balding_hair_01_Shared=Buzzed, balding, and beautiful.
- item_DescM_behr_shr_hair_01=Professional, yet stylish.
- item_DescM_bun_hair_01_Shared=For the long-haired professional man on the go.
- item_DescM_caeser_hair_01_Shared=Classic and authoritative.
- item_Descm_cds_undersuit_armor_02_star_marine_heavy=When there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while it's powered frame provides near unfettered movement despite the protection it offers.
- item_DescM_cleanedupcut_hair_01=The best hairstyle for impressing your grandpa.
- item_DescM_combedback_hair_01=Parted on the side and combed back.
- item_DescM_cornrows_hair_01=A high fade with braids and a bun to top it all off.
- item_DescM_correl_shr_hair_01=An agressively tight taper.
- item_DescM_curlyricky_hair_01_Shared=An undercut fade with a killer pompadour. What more could you ask?
- item_DescM_dreadlocks_hair_01=A style for chill dudes.
- item_DescM_fade_hair_01=A disconnected fade with a bit of a brush up.
- item_DescM_flipwithpart_hair_01=Combed up for that casual windswept look.
- item_DescM_highfade_hair_01=Long on top and buzzed on the sides.
- item_DescM_highfade_hair_02=Buzzed sides with a scissor cut top.
- item_DescM_jax_shr_hair_01=A classic hairstyle with nothing to hide.
- item_DescM_knot_hair_01=High fade with a topknot.
- item_DescM_messy_hair_01=For those who just woke up like this.
- item_DescM_mohawk_hair_01_Shared=High fade with a short mohawk.
- item_DescM_morrow_shr_hair_01=This haircut isn't a golden ticket to UPARQ, but it helps.
- item_DescM_parting_hair_01=Perfect for any occasion.
- item_DescM_playboy_hair_01=Slicked back and stylish.
- item_DescM_punk_hair_01=A skin fade combover with an anti-authoritarian edge.
- item_DescM_rsi_pilot_flightsuit_jetpack=RSI's Intrepid has been a reliable name in flightsuit components for decades. The focused nozzle system provides consistent thrust for precise control in zero gravity.
- item_DescM_shortcrop_hair_01=A bold, aerodynamic look.
- item_DescM_sidespiked_hair_01=Spiked hair, parted on the side.
- item_DescM_skinhead_hair_01=Shaved hairstyle for an aerodynamic look.
- item_DescM_slaver_light_jetpack=Designed to attach to most light combat armor sets, the Fireshot is an EVA upgrade system that provides added control in vacuum while the understated components maintain your profile, so you don't sacrifice mobility or combat effectiveness.
- item_DescM_slaver_medium_jetpack=Designed to attach to most medium combat armor sets, the Fireshot is an EVA upgrade system that provides a little more thrust and control than usual. The understated components are designed to maintain your profile, so you don't sacrifice mobility or combat effectiveness.
- item_Descm_slaver_undersuit_armor_02_star_marine_heavy=Incorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
- item_DescM_slickedback_hair_01=A high fade with long, slicked back locks.
- item_DescM_slickedpart_hair_01=Slicked down, side-parted hair with a neat undercut.
- item_DescM_spike_hair_01=Trendiest hairstyle of the late 29th century.
- item_DescM_steiger_shr_hair_01=A short buzz with defined edges.
- item_DescM_straightcaesar_hair_01=A straight version of the Caesar.
- item_DescM_tagaca_shr_hair_01=For a more reserved look without completely losing your edge.
- item_DescM_tall_hair_01=Reach for the sky with this tall, classic hairstyle.
- item_DescM_weezy_shr_hair_01=For that casual, yet professional look.
- item_DescM_yury_shr_hair_01=A side part style with a vintage feel.
- item_DescMarine_Heavy_Armor=Designed to endure when others fail, Virgil's Achilles personal heavy armor features full body protection and multiple attachment points for added loadout customization, so that you can focus on standing your ground and defending what's important.
- item_DescMarine_Heavy_Armor_PU=Designed to endure when others fail, Virgil's Achilles personal heavy armor features full body protection and multiple attachment points for added loadout customization, so that you can focus on standing your ground and defending what's important.
- item_DescMarine_Heavy_Helmet=(PH) Marine Heavy Helmet Description
- item_DescMarine_Heavy_Jetpack=<-=MISSING=->
- item_DescMarine_Light_Armor=When speed and mobility are essential, CDS’s PAB-4 light personal armor balances durability while still providing for maximum maneuverability. Widely used amongst the Advocacy, security forces, and discerning civilians.
- item_DescMarine_Light_Armor_PU=When speed and mobility are essential, CDS’s PAB-4 light personal armor balances durability while still providing for maximum maneuverability. Widely used amongst the Advocacy, security forces, and discerning civilians.
- item_DescMarine_Light_Armor_Sniper=[PH] Marine Light Sniper Armour
- item_DescMarine_Light_Armor_With_Cap=[PH] Marine Light Armour with Cap
- item_DescMarine_Light_Helmet=(PH) Marine Light Helmet Description
- item_DescMarine_Light_Helmet_Blackedout=[PH] Marine Light Helmet (Blacked Out)
- item_DescMarine_Light_Instructor_Armor=[PH] Marine Light Instructor Armour
- item_DescMarine_Light_Jetpack=<-=MISSING=->
- item_DescMarine_Medium_Armor=Clark Defense Systems’ MCA-mk2 armor is a composite mesh of fibers reinforced with ablative plates, offering modest protection against both energy and kinetic weapons. The armor is a baseline solution for any number of situations the average Marine will encounter on a given day.
- item_DescMarine_Medium_Armor_PU=Clark Defense Systems’ MCA-mk2 armor is a composite mesh of fibers reinforced with ablative plates, offering modest protection against both energy and kinetic weapons. The armor is a baseline solution for any number of situations the average Marine will encounter on a given day.
- item_DescMarine_Medium_Helmet=(PH) Marine Medium Helmet Description
- item_DescMarine_Medium_Jetpack=<-=MISSING=->
- item_descMerlin_Paint_P52=P-52 Merlin Standard Paint Job
- item_DescMGbullet=<-=MISSING=->
- item_DescMISC_Cockpit_Audio=[PH] MISC Cockpit Audio
- item_DescMISC_Freelancer_CoPilot_Seat=[PH] MISC Freelancer Co-Pilot Seat
- item_DescMISC_Freelancer_DUR_shop=Manufacturer: MISC\nFocus: Expedition\n\nThe Freelancer DUR variant specializes in exploration. Sacrificing 25% cargo capacity of the standard Freelancer for an enhanced jump drive, a more advanced scanner, and an expanded fuel tank may seem like a bad call to some, but those who value discovery over profit will find it to be their ship of choice.
- item_DescMISC_Freelancer_LandingSystem=[PH] MISC Freelancer Landing System
- item_DescMisc_Freelancer_Main=[PH]
- item_DescMisc_Freelancer_Mav_Joint=[PH]
- item_DescMISC_Freelancer_MAX_shop=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancer variant with additional cargo capacity at the expense of weapons. The Freelancer MAX variant sacrifices weaponry for an increased cargo capacity making it ideal for equipment or raw materials transport.
- item_DescMISC_Freelancer_Rear_Left_Seat=[PH] MISC Freelancer Rear Left Seat
- item_DescMISC_Freelancer_Rear_Right_Seat=[PH] MISC Freelancer Rear Right Seat
- item_DescMisc_Freelancer_Retro=[PH]
- item_DescMISC_Freelancer_Retro_Thruster=[PH] MISC Freelancer Retro Thruster
- item_DescMISC_Freelancer_Seat=[PH] MISC Freelancer Seat
- item_DescMISC_Freelancer_shop=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancers are used as long haul merchant ships by major corporations, but they are just as frequently repurposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy.
- item_DescMISC_Freelancer_Turret=[PH] MISC Freelancer Turret
- item_DescMISC_Freelancer_Turret_Base=[PH] MISC Freelancer Turret
- item_DescMISC_Freelancer_Turret_Seat=[PH] MISC Freelancer Turret Seat
- item_DescMISC_FuelPod=[PH] MISC Fuel Pod
- item_DescMISC_FuelRefinery=[PH] MISC Fuel Refinery Pod
- item_DescMISC_Gemini_Front_Turret=[PH] MISC Starfarer Gemini Main Turret
- item_DescMISC_Gemini_Front_Turret_Base=[PH] MISC Starfarer Gemini Main Turret
- item_DescMISC_Gemini_Rear_Turret=[PH] MISC Starfarer Gemini Rear Turret
- item_DescMISC_Gemini_Rear_Turret_Base=[PH] MISC Starfarer Gemini Rear Turret
- item_DescMISC_Prospector_CML_Chaff=MISC Prospector - Chaff Launcher
- item_DescMISC_Prospector_CML_Flare=MISC Prospector - Flare Launcher
- item_DescMISC_Reliant_CML_Chaff=[PH] MISC Reliant - Chaff Launcher
- item_DescMISC_Reliant_CML_Flare=[PH] MISC Reliant - Flare Launcher
- item_DescMISC_Reliant_CoPilot_Seat=[PH] MISC Reliant Co-Pilot Seat
- item_DescMISC_Reliant_LandingSystem=[PH] MISC Reliant Landing System
- item_DescMISC_Reliant_Main_Thrust=[PH] MISC Reliant Main Thruster
- item_DescMISC_Reliant_Mako_Wing_Mount=Item Type: Camera Package\nManufacturer: MISC\nSize: 4\n\nCapture heart-pounding action and the splendor of the stars with the Cernan camera package. Standard to the Reliant Mako, this state-of-the-art image enhancement suite is popular among news crews across the universe.
- item_DescMISC_Reliant_Missile_Cap=Item Type: Missile Launcher Cap\nManufacturer: MISC\nSize: 5 \n\nBespoke missile launcher cap used by the MISC Reliant.
- item_DescMISC_Reliant_MultiLight=[PH] MISC Reliant External Lights
- item_DescMISC_Reliant_Seat=[PH] MISC Reliant Seat
- item_DescMISC_Reliant_Sec_Thrust=[PH] MISC Reliant Secondary Thruster
- item_DescMISC_Reliant_Sen_Wing_Mount=Item Type: Sensor Suite\nManufacturer: MISC\nSize: 4\n\nStandard on the Reliant Sen, the Samos sensor suite was designed to aid in the discovery and study of space phenomena.
- item_DescMISC_Reliant_Wing_Dual_Turret=Item Type: Turret\nManufacturer: MISC\nSize: 4\n\nSpecifically built for the MISC Reliant, the Toshima turret system comes with a camera that can be remoted into while providing a wide range of motion for two Size-2 weapons.
- item_DescMISC_SelfDestruct_Large=[PH] MISC Self Destruct
- item_DescMISC_Starfarer_Bridge_Rear_Left_Seat=[PH] MISC Starfarer Support Seat
- item_DescMISC_Starfarer_Bridge_Rear_Right_Seat=[PH] MISC Starfarer Support Seat
- item_DescMISC_Starfarer_Captains_Seat=[PH] MISC Starfarer Captain's Seat
- item_DescMISC_Starfarer_CoPilot_Seat=[PH] MISC Starfarer Co-Pilot Seat
- item_DescMISC_Starfarer_Front_Turret=[PH] MISC Starfarer Main Turret
- item_DescMISC_Starfarer_Front_Turret_Base=[PH] MISC Starfarer Main Turret
- item_DescMISC_Starfarer_Front_Turret_Seat=[PH] MISC Starfarer Main Turret Seat
- item_DescMISC_Starfarer_FuelIntake=[PH] MISC Starfarer Fuel Intake
- item_DescMISC_Starfarer_LandingSystem=[PH] MISC Starfarer Landing System
- item_DescMISC_Starfarer_MultiLight=[PH] MISC Starfarer External Lights
- item_DescMISC_Starfarer_Pilot_Seat=[PH] MISC Starfarer Pilot Seat
- item_DescMISC_Starfarer_Rear_Turret=[PH] MISC Starfarer Rear Turret
- item_DescMISC_Starfarer_Rear_Turret_Base=[PH] MISC Starfarer Rear Turret
- item_DescMISC_Starfarer_Rear_Turret_Seat=[PH] MISC Starfarer Rear Turret Seat
- item_DescMISC_Starfarer_Seat=[PH] MISC Starfarer Seat
- item_DescMISC_XiTech_Pro_Fixed_S3_Q3=[PH] MISC XiTech Pro Fixed Thruster
- item_DescMISC_XiTech_Pro_Joint_S3_Q3=[PH] MISC XiTech Pro Joint Thruster
- item_DescMISC_XiTech_Pro_Retro_S3_Q3=[PH] MISC XiTech Pro Retro Thruster
- item_DescMISC_XiTech_Thruster_S2=[PH] MISC XiTech Thruster
- item_DescMISL_S01_CS_FSKI_Spark=Manufacturer: Firestorm Kinetics\nTracking Signal: Cross Section\nSize: 1\n\nThose that believe size doesn’t matter would do well to stay clear of the Firestorm Kinetics Spark. Using cross section targeting, this lightweight proximity missile packs a considerable punch.
- item_DescMISL_S01_EM_BEHR_Pioneer=Manufacturer: Behring\nTracking Signal: Electromagnetic\nSize: 1\n\nBehring prides itself on dependability and the Pioneer is no exception. The updated Oracle EM tracking system has proven itself time and again in numerous consumer-testing reports against similarly classed proximity missiles.
- item_DescMISL_S01_EM_THCN_TaskForce=Manufacturer: Thermyte Concern\nTracking Signal: Electromagnetic\nSize: 1\n\nVenturing into the weapons market, Thermyte Concern have pooled their extensive knowledge of demolition explosives to create the TaskForce. A lightweight EM tracking strike missile with a top-in-class propulsion system provides an efficient mixture of speed and firepower to establish battlefield dominance.
- item_DescMISL_S01_IR_BEHR_Marksman=Manufacturer: Behring\nTracking Signal: Infrared\nSize: 1\n\nBehring's Marksman series of proximity missiles has earned as much of a reputation for its ability to track a wide range of heat signatures as it has for its area-effect proximity damage.
- item_DescMISL_S01_IR_VNCL_Arrow=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 1\n\nCommonly known by its military designation, the Arrow is a small infrared strike missile that has become a mainstay of the Vanduul armory.
- item_DescMISL_S02_CS_FSKI_Tempest=Manufacturer: Firestorm Kinetics\nTracking Signal: Cross Section\nSize: 2\n\nThe Tempest was designed with nothing but annihilation in mind. Utilizing FireStorm Kinetic’s targeting technology, this proximity missile locks onto a target's cross section to draw conflicts to a swift conclusion.
- item_DescMISL_S02_CS_THCN_StrikeForce=Manufacturer: Thermyte Concern\nTracking Signal: Cross Section\nSize: 2\n\nThe StrikeForce is the latest culmination of Thermyte Concern's expansion into the missile industry, showcasing notable design and cross-section targeting improvements.
- item_DescMISL_S02_EM_TALN_Dominator=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 2\n\nDesigned to track an opponent’s electromagnetic signature, the Dominator strike missile is a precision ordnance package designed to establish tactical battlefield dominance.
- item_DescMISL_S02_IR_FSKI_Ignite=Manufacturer: Firestorm Kinetics\nTracking Signal: Infrared\nSize: 2\n\nThe Ignite is Firestorm's premier brand of heat-seeking strike missile that is the definition of Fire and Forget. Simply let it fly and enjoy the show.
- item_DescMISL_S02_IR_NOVP_Rattler=Manufacturer: Nova Pyrotechnica\nTracking Signal: Infrared\nSize: 2\n\nThe Rattler is a cost-effective cluster missile that will no doubt appeal to a wide variety of pilots. When fired, the Rattler will track the opponent’s IR signature and create an opening barrage that weakens the armor or shields, leaving the target vulnerable to the full payload that follows.
- item_DescMISL_S02_IR_VNCL_Bullet=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 2\n\nPilots in the Navy have developed a healthy respect for this infrared targeting Vanduul strike missile, formally designated Bullet.
- item_DescMISL_S03_CS_FSKI_Arrester=Manufacturer: Firestorm Kinetics\nTracking Signal: Cross Section\nSize: 3\n\nUsing cross section targeting to hunt for its prey, the Firestorm Arrester proximity missile makes quick work of enemies caught in the crosshairs.
- item_DescMISL_S03_EM_FSKI_Thunderbolt=Manufacturer: Firestorm Kinetics\nTracking Signal: Electromagnetic \nSize: 3\n\nThanks to the Firestorm Thunderbolt's agile frame and EM targeting system, this proximity missile is a solid choice for a wide variety of combat scenarios.
- item_DescMISL_S03_IR_NOVP_Viper=Manufacturer: Nova Pyrotechnica\nTracking Signal: Infrared\nSize: 3\n\nNova has worked hard to insure that their infrared tracking Viper strike missile lives up to its name by delivering agile and lethal attacks against hostile targets.
- item_DescMISL_S03_IR_VNCL_Chaos=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 3\n\nNaval flight instructors often include the heat seeking Chaos strike missile in Vanduul attack simulations citing that its speed and strength gives new recruits the proper respect for the enemy they will be facing.
- item_DescMISL_S04_CS_TALN_Assailant=Manufacturer: Talon\nTracking Signal: Cross Section\nSize: 4\n\nThe Assailant missile from Talon is a perfect weapon solution for precision strikes against motivated opponents.
- item_DescMISL_S04_EM_TALN_Raptor=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 4\n\nUtilizing advanced electromagnetic tracking and balanced precision flight, the Talon Raptor strike missile is a fierce addition to any ship's arsenal.
- item_DescMISL_S04_IR_BEHR_Pathfinder=Manufacturer: Behring\nTracking Signal: Infrared\nSize: 4\n\nThe Pathfinder proximity missile has been a consistent member of Behring's already robust arsenal thanks to its tried and tested propulsion system and heat seeking guidance array.
- item_DescMISL_S04_IR_VNCL_Dragon=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 4\n\nDesignated the Dragon, this Vanduul infrared tracking strike missile has a fearful reputation earned the number of destroyed Naval ships attributed to its destructive power.
- item_DescMISL_S05_CS_TALN_Stalker=Manufacturer: Talon\nTracking Signal: Cross Section\nSize: 5\n\nWith dedicated cross section tracking, the Talon Stalker has endured over the years as a precision strike torpedo with maximum stopping power.
- item_DescMISL_S05_EM_TALN_Reaper=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 5\n\nThe Reaper strike torpedo features a favorable destructive yield-to-expense ratio and a proven Talon EM tracking suite.
- item_DescMISL_S05_EM_TALN_Scimitar=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 5\n\nThe Scimitar missile tracks targets via their EM signature to deliver a devastating size five payload.
- item_DescMISL_S05_IR_TALN_Valkyrie=Manufacturer: Talon\nTracking Signal: Infrared\nSize: 5\n\nTalon's torpedo design team pulled out all the stops for their latest Valkyrie strike torpedo by creating a multitiered thrust solution with state of the art infrared tracking capabilities.
- item_DescMISL_S07_IR_TALN_Hellion=Manufacturer: Talon\nTracking Signal: Infrared\nSize: 7\n\nCarrying a sizable payload and an advanced heat-seeking sensor suite, the Hellion missile from Talon can be effective against aggressors of all sizes.
- item_DescMISL_S09_CS_TALN_Argos=Manufacturer: Talon\nTracking Signal: Cross Section\nSize: 9\n\nThe Talon Argos strike torpedo features a classic, straightforward design that relies on exacting manufacturing standards and a classic cross section targeting system.
- item_DescMISL_S09_EM_TALN_Seeker=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 9\n\nTalon's Seeker torpedo is a precision, EM-targeting torpedo capable of delivering a massive payload quickly and accurately.
- item_DescMISL_S09_IR_TALN_Typhoon=Manufacturer: Talon\nTracking Signal: Infrared\nSize: 9\n\nDesigned by Talon, the Typhoon heat seeking strike torpedo delivers a heavy payload sure to serve as a deterrent from any further hostile actions.
- item_DescMount_Gimbal_S1=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 1\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapon’s fire. This special VariPuck will accept any weapon the same size as the hardpoint it is mounting to.
- item_DescMount_Gimbal_S2=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 2\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapon’s fire. VariPucks will accept any weapon one size smaller than the hardpoint it is mounting to.
- item_DescMount_Gimbal_S3=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 3\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapon’s fire. VariPucks will accept any weapon one size smaller than the hardpoint it is mounting to.
- item_DescMount_Gimbal_S4=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 4\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapon’s fire. VariPucks will accept any weapon one size smaller than the hardpoint it is mounting to.
- item_DescMount_Gimbal_S5=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 5\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapon’s fire. VariPucks will accept any weapon one size smaller than the hardpoint it is mounting to.
- item_DescMount_Gimbal_S6=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 6\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapon’s fire. VariPucks will accept any weapon one size smaller than the hardpoint it is mounting to.
- item_DescMPUV_Cargo_Pod=[PH] ARGO MPUV Cargo Pod
- item_DescMRCK_S01_BEHR_Single_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 1\nMissiles: 1xS1\n\nBehring’s MSD-111 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 1 hardpoint for the reliable and effective launch of one S1 missile.
- item_DescMRCK_S02_BEHR_Dual_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 2\nMissiles: 2xS1\n\nBehring’s MSD-221 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 2 hardpoint for the reliable and effective launch of two S1 missiles.
- item_DescMRCK_S02_BEHR_Single_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 2\nMissiles: 1xS2\n\nBehring’s MSD-212 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 2 hardpoint for the reliable and effective launch of one S2 missile.
- item_DescMRCK_S03_BEHR_Dual_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 3\nMissiles: 2xS2\n\nBehring’s MSD-322 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 3 hardpoint for the reliable and effective launch of two S2 missiles.
- item_DescMRCK_S03_BEHR_Quad_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 3\nMissiles: 4xS1\n\nBehring’s MSD-341 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 3 hardpoint for the reliable and effective launch of four S1 missiles.
- item_DescMRCK_S03_BEHR_Single_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 3\nMissiles: 1xS3\n\nBehring’s MSD-313 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 3 hardpoint for the reliable and effective launch of one S3 missile.
- item_DescMRCK_S03_VNCL_Quad_S01=[PH] VNCL S3 Quad Missile Rack
- item_DescMRCK_S04_BEHR_Dual_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 2xS3\n\nBehring’s MSD-423 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of two S3 missiles.
- item_DescMRCK_S04_BEHR_Octo_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 8xS1\n\nBehring’s MSD-481 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of eight S1 missiles.
- item_DescMRCK_S04_BEHR_Quad_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 4xS2\n\nBehring’s MSD-442 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of four S2 missiles.
- item_DescMRCK_S04_BEHR_Single_S04=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 1xS4\n\nBehring’s MSD-414 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of one S4 missile.
- item_DescMRCK_S04_ORIG_Octo_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 8xS1\n\nTo help defend the Origin 890 Jump, Behring built the SNT-481 "Santoro", which can carry and deploy eight S1 missiles.
- item_DescMRCK_S04_RSI_Constellation=[PH] RSI Constellation Side Missile Rack
- item_DescMRCK_S04_VNCL_Quad_S02=[PH] VNCL S4 Quad Missile Rack
- item_DescMRCK_S05_ANVL_Ballista=Item Type: Missile Rack\nManufacturer: Anvil Aerospace\nSize: 5\nMissiles: 4xS5 \n\nMissile rack for the Anvil Ballista that carries four, S5 missiles.
- item_DescMRCK_S05_BEHR_Dual_S04=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 2xS4\n\nBehring’s MSD-524 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of two S4 missiles.
- item_DescMRCK_S05_BEHR_Octo_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 8xS2\n\nBehring’s MSD-582 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of eight S2 missiles.
- item_DescMRCK_S05_BEHR_Quad_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 4xS3\n\nBehring’s MSD-543 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of four S3 missiles.
- item_DescMRCK_S05_BEHR_Single_S05=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 1xS5\n\nBehring’s MSD-515 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of one S5 missile.
- item_DescMRCK_S05_MISC_Freelancer_MIS=[PH] MISC Freelancer MIS Missile Launcher
- item_DescMRCK_S05_MISC_Reliant=Item Type: Missile Launcher\nManufacturer: MISC\nSize: 5\nMissiles: 8xS2 \n\nBespoke missile launcher built into the wings of the Tana to make this Reliant variant a deceptively deadly dogfighter.
- item_DescMRCK_S05_ORIG_890J_Quad_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 4xS3\n\nTo help defend the Origin 890 Jump, Behring built the SNT-543 "Santoro", which can carry and deploy four S3 missiles.\n\n
- item_DescMRCK_S05_RSI_Constellation=[PH] RSI Constellation Top Missile Rack
- item_DescMRCK_S06_ANVL_Gladiator=[PH] ANVL Gladiator Torpedo Rack
- item_DescMRCK_S06_BEHR_Dual_S05=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 2xS5\n\nBehring’s MSD-625 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of two S5 missiles.
- item_DescMRCK_S06_BEHR_Octo_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 8xS3\n\nBehring’s MSD-683 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of eight S3 missiles.
- item_DescMRCK_S06_BEHR_Quad_S04=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 4xS4\n\nBehring’s MSD-644 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of four S4 missiles.
- item_DescMRCK_S06_BEHR_Single_S06=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 1xS6\n\nBehring’s MSD-616 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of one S6 missile.
- item_DescMRCK_S06_MISC_Gemini=[PH] AEGS Gemini Missile Launcher
- item_DescMRCK_S07_ANVL_Ballista=Item Type: Missile Rack\nManufacturer: Anvil Aerospace\nSize: 7\nMissiles: 1xS7 \n\nBespoke missile rack for the Anvil Ballista that fires an S7 missile capable of massive destruction.
- item_DescMRCK_S09_AEGS_Eclipse=[PH] AEGS Eclipse Torpedo Rack
- item_DescMRCK_S09_AEGS_Retaliator=[PH] Aegis Retaliator Torpedo Rack
- item_DescMT_PersonalMobiGlas=[PH] Personal MobiGlas
- item_DescMurray_Cup_Display=[PH] Murray Cup Display Case
- item_DescMustang_Nose_Scoop=Mustang Nose Scoop
- item_DescMustang_Paint_Beta=Standard paint job for the C.O. Mustang Beta.
- item_DescMustang_Paint_CitizenCon2018=Standard paint job for the C.O. Mustang Alpha Vindicator.
- item_DescMustang_Paint_Delta=Standard paint job for the C.O. Mustang Delta.
- item_DescMustang_Paint_Gamma=Standard paint job for the C.O. Mustang Gamma.
- item_DescMustang_Paint_Omega=Standard paint job for the C.O. Mustang Omega.
- item_DescMXOX_EMP_Device=Item Type: Burst Generator\nManufacturer: MaxOx\nSize: 1\nDamage Type: EMP\n\nThe TroMag from MaxOx is a well-designed and reliable EMP-focused burst generator. Its popularity has risen over the years as pilots look for alternatives to Behring’s REP-8. The TroMag boasts a faster charge time than their main competitor but has a smaller effective radius, leaving pilots to decide whether they prefer speed or size.
- item_DescMXOX_NeutronCannon_S1=Manufacturer: MaxOx\nItem Type: Neutron Cannon\nSize: 1\n\nMaxOx’s NN-13 neutron cannon offers a massive energy payload at the expense of speed and energy efficiency. One could argue the virtues of speed, rate of fire and distance over damage, but the argument becomes irrelevant if you only need to hit them once.
- item_DescMXOX_NeutronCannon_S2=Manufacturer: MaxOx\nItem Type: Neutron Cannon\nSize: 2\n\nBuilding on the technology of the NN-13, MaxOx’s NN-14 offers a significant increase in power for the neutron autocannon to give each shot a devastating punch. With that increased damage however, comes a heavier draw on your power plant.
- item_DescMXOX_NeutronRepeater_S1=Manufacturer: MaxOx\nItem Type: Neutron Repeater\nSize: 1\n\nThe NDB-26 uses a twin barrel system to fire neutron projectiles at a rapid rate. Devastating at close range, this neutron repeater still packs enough of a wallop at medium range to persuade any attackers to reconsider their assault.
- item_DescMXOX_NeutronRepeater_S2=Manufacturer: MaxOx\nItem Type: Neutron Repeater\nSize: 2\n\nFeaturing a sleek, scientific design, the MaxOx NDB-28 is the next step in serious stopping power. Twin barrels overlap blasts for sustained neutron fire that remains effective at short to medium range.
- item_DescMXOX_NeutronRepeater_S3=Manufacturer: MaxOx\nItem Type: Neutron Repeater\nSize: 3\n\nDecades of design work went into perfecting the NDB line of neutron repeaters. The S3 NDB-30 rapidly fires powerful and precise neutron projectiles that will quickly deter anyone foolish enough to get too close.
- item_DescNOVP_Rocket_Venom_S1_Strike_TL_IR=[PH] NOVP Venom Rocket
- item_DescNoWeapon=<-=MISSING=->
- item_Descnvtc_optics_holo_x1_s1=Manufacturer: NV-TAC\nType: Projection \nAttachment Point: Optic\nMagnification: 1x\nSize: 1\n\nWhether under the blazing sun or on the dark side of a moon, the NV-TAC Gamma projects an easy to see reticle to help ensure your shot finds its mark.
- item_Descnvtc_optics_holo_x2_s1=Manufacturer: NV-TAC\nType: Projection \nAttachment Point: Optic\nMagnification: 2x\nSize: 1\n\nNV-TAC extensively tested the Gamma Duo across a range of extreme temperatures to assure that thermal drift doesn't affect the accuracy of this 2x magnifier sight.
- item_Descnvtc_optics_holo_x3_s1=Manufacturer: NV-TAC \nType: Projection\nAttachment Point: Optic \nMagnification: 3x\nSize: 1\n\nNV-TAC's Gamma Plus is a 3x magnifier sight that utilizes ReadyBrite projection for quick target acquisition. Its durable design makes it perfect for any tactical situation.
- item_Descnvtc_optics_rdot_x1_s1=Manufacturer: NV-TAC \nType: Reflex\nAttachment Point: Optic\nMagnification: 1x\nSize: 1\n\nIdeal for civilians and professionals, the Delta non-magnifying reflex sight from NV-TAC provides a precise illuminated target marker, visible across a wide range of light levels.
- item_Descnvtc_optics_tsco_x4_s2=Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic \nMagnification: 4x\nSize: 2\n\nThe Tau Plus 4x telescopic sight from NV-TAC uses a proprietary optics coating to ensure a crystal clear image regardless of light levels and conditions, allowing you to precisely engage targets at medium range.
- item_Descnvtc_optics_tsco_x8_s3=Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic \nMagnification: 8x\nSize: 3\n\nCarefully crafted and calibrated, the Theta Pro delivers precise and effective long distance combat engagement capabilities thanks to its powerful 8x telescopic sight.
- item_Descnvtc_ubarrel_flsh_s1=Manufacturer: NV-TAC\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nThe FieldLite is a tough and tactical underbarrel flashlight. Featuring a corrosion-proof body and impact resistant lens, NV-TAC tested the attachment across a variety of environments and conditions to ensure it works when needed most.
- item_Descnvtc_ubarrel_lasr_s1=Manufacturer: NV-TAC\nType: Laser Pointer\nAttachment Point: Underbarrel\nSize: 1\n\nThe 250-E is an intuitive aiming aid that produces a laser visible to you and others. NV-TAC built the attachment to be lightweight yet durable so it won't add extra weight to your weapon.
- item_DescNVY_bdu_trousers_01=Made to military specification, the Combat Readiness Uniform pants are made from tough nylon synthetics to make them durable and comfortable enough for any kind of field operations. They also feature several multi-stitched pouches to keep small items secure, but accessible.\n\nWomen's sizes currently out of stock.
- item_DescOKBV_FP_ESCI_S2_Q1=OKB Voskhod has been in the thruster game for decades and recently unveiled the Energia IV at the thruster manufacturer trade show in Prime. Benchmarks show that this thruster mostly lives up to the marketing hype from the show floor: it has good fuel efficiency, and the extra shielding OKB Voskhod has added results in minimal heat signature. It lags a bit in the performance tests but the manufacturer maintains it not a marketed as a solution where maximum thrust is required.
- item_DescOKBV_SilentIV_S3_Q1=The Silent IV Advanced from OKB Voskhod is a field emission ion engine optimized to provide a decreased heat signature, making the ship more difficult to track via conventional scans.
- item_DescORIG_300i_CargoBay_Front=ORIG 300i Front Cargo Bay
- item_DescORIG_300i_Ejection_Seat=<-=MISSING=->
- item_DescORIG_300i_LandingSystem=[PH] ORIG 300i Landing System
- item_DescORIG_300i_lights=@300i Light Set
- item_DescORIG_300i_MultiLight=[PH] ORIG 300i External Lights
- item_DescORIG_300i_Pilot_Seat=[PH] ORIG 300i Pilot Seat
- item_DescORIG_300i_shop=Manufacturer: Origin Jumpworks \nFocus: Touring \n\nIf you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its particle cannons.
- item_DescORIG_315p_shop=Manufacturer: Origin Jumpworks \nFocus: Pathfinder\n\nExploration is man's highest calling. Prepare to chart distant horizons with man's most sophisticated piece of technology, the Origin 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
- item_DescORIG_325a_shop=Manufacturer: Origin Jumpworks \nFocus: Interdiction\n\nJust because it's a rough galaxy doesn't mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
- item_DescORIG_350r_shop=Manufacturer: Origin Jumpworks \nFocus: Racing\n\nThe combination of a Gangleri BP 707 Standard powerplant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you'll ever call your own.
- item_DescORIG_3DRadarDisplay=[PH] ORIG 3D Radar Display
- item_DescORIG_85X_Turret=[PH] ORIG 85X Remote Turret
- item_DescORIG_CML_Chaff=[PH] ORIG Chaff Launcher
- item_DescORIG_CML_Flare=[PH] ORIG Flare Launcher
- item_DescORIG_Cockpit_Audio=[PH] ORIG Cockpit Audio
- item_DescORIG_FXM_ESI_S1_Q2=[PH] ORIG Scalpel Precision Thruster
- item_DescORIG_FXM_ESI_S1_Q3=[PH] ORIG Scalpel Precision Thruster
- item_DescORIG_FXM_ESI_S2_Q2=[PH] ORIG Scalpel Precision Thruster
- item_DescORIG_FXM_ESI_S2_Q2A=[PH] ORIG Scalpel Precision Thruster
- item_DescORIG_FXM_ESI_S2_Q3=[PH] ORIG Omni Precision Ball Thruster
- item_DescORIG_M50_CML_Chaff=[PH] ORIG M50 - Chaff Launcher
- item_DescORIG_M50_CML_Flare=[PH] ORIG M50 - Flare Launcher
- item_DescORIG_M50_Ejection_Seat=[PH] ORIG M50 Ejection Seat
- item_DescORIG_M50_LandingSystem=[PH] ORIG M50 Landing System
- item_DescORIG_M50_lights=[PH] ORIG M50 External Lights
- item_DescORIG_m50_shop=Manufacturer: Origin Jumpworks \nFocus: Racing\n\nIf you want to get from point A to point B as quickly as possible and with as much style as possible then Origin's M50 is for you. Featuring supercharged engines that counter a tiny weapons loadout, the M50 is a ship for going FAST.
- item_DescOutlaw_Heavy_Armor=Be an immovable force with Kastak Arm's Slugger heavy armor. Its resilient armor plating and variety of attachment points are designed to withstand attacks long enough to give you the opportunity to react and respond to combat on your own terms.
- item_DescOutlaw_Heavy_Armor_PU=Be an immovable force with Kastak Arm's Slugger heavy armor. Its resilient armor plating and variety of attachment points are designed to withstand attacks long enough to give you the opportunity to react and respond to combat on your own terms.
- item_DescOutlaw_Heavy_Jetpack=<-=MISSING=->
- item_DescOutlaw_Light_Armor=When evasion is essential, Kastak Arm's Sparrer armor won't drag you down. Its patented lightweight weave is sufficiently strong to maintain the suit's integrity long enough for you to get where you need to go.
- item_DescOutlaw_Light_Armor_PU=When evasion is essential, Kastak Arm's Sparrer armor won't drag you down. Its patented lightweight weave is sufficiently strong to maintain the suit's integrity long enough for you to get where you need to go.
- item_DescOutlaw_Light_Jetpack=<-=MISSING=->
- item_DescOutlaw_Medium_Armor=The ideal balance of security and speed, Kastak Arm's Brawler armor is graded to be durable while also retaining combat flexibility, ensuring you can adapt your tactics to the situation at hand.
- item_DescOutlaw_Medium_Armor_PU=The ideal balance of security and speed, Kastak Arm's Brawler armor is graded to be durable while also retaining combat flexibility, ensuring you can adapt your tactics to the situation at hand.
- item_DescOutlaw_Medium_Armor_PU_lite=The ideal balance of security and speed, Kastak Arm's Brawler armor is graded to be durable while also retaining combat flexibility, ensuring you can adapt your tactics to the situation at hand.
- item_DescOutlaw_Medium_Jetpack=<-=MISSING=->
- item_DescPaint_300_Series_Metallic_Blue=Ultramarine paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Metallic_Grey=Obsidian paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Metallic_Silver=Sterling paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Metallic_White=Moonlight paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Solid_Blue=Electric Blue paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Solid_Orange=Monarch paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Solid_Red=Scarlet paint job for the Origin 300 Series.
- item_DescPaint_300_Series_Solid_Yellow=Citron paint job for the Origin 300 Series.
- item_DescPaint_300i_Base=Standard paint job for the Origin 300i.
- item_DescPaint_300i_Red_White=Imperial Red paint job for the Origin 300i.
- item_DescPaint_300i_White_Red_Stripe=First Response paint job for the Origin 300i.
- item_DescPaint_300i_Yellow_White=Golden Dawn paint job for the Origin 300i.
- item_DescPaint_315p_Base=Standard paint job for the Origin 315p.
- item_DescPaint_315p_Black_Blue=Nightshade paint job for the Origin 315p.
- item_DescPaint_315p_Black_Red=Black Rose paint job for the Origin 315p.
- item_DescPaint_315p_White_Blue=White Lightning paint job for the Origin 315p.
- item_DescPaint_325a_Base=Standard paint job for the Origin 325a.
- item_DescPaint_325a_Black_Grey=Evening Onyx paint job for the Origin 325a.
- item_DescPaint_325a_Green_Grey=Sagebrush paint job for the Origin 325a.
- item_DescPaint_325a_White_Grey=Twotone paint job for the Origin 325a.
- item_DescPaint_350r_Base=Standard paint job for the Origin 350r.
- item_DescPaint_350r_Racing_Black_Blue=Black & Royal paint job for the Origin 350r.
- item_DescPaint_350r_Racing_Red= Solar Flare paint job for the Origin 350r.
- item_DescPaint_350r_Racing_Yellow= Amber Wave paint job for the Origin 350r.
- item_DescPaint_Aurora_CL=Standard paint job for the RSI Aurora CL.
- item_DescPaint_Aurora_ES=Standard paint job for the RSI Aurora ES.
- item_DescPaint_Aurora_LN=Standard paint job for the RSI Aurora LN.
- item_DescPaint_Aurora_LX=Standard paint job for the RSI Aurora LX.
- item_DescPaint_Aurora_MR=Standard paint job for the RSI Aurora MR.
- item_DescPaint_Aurora_Pirate=Pirate [NOT FOR SALE]
- item_DescPickAndThrowWeapon=<-=MISSING=->
- item_DescPilot_Light_Armor=[PH] Pilot Light Armor
- item_DescPirate_light_m_outfit=(PH) Pirate Light Armor
- item_DescPistol=<-=MISSING=->
- item_DescPistolBullet=<-=MISSING=->
- item_Descplushy_carrack_1_a_uncarryable=Encourage an adventurous spirit with this soft and squeezable Carrack plushie modeled after Anvil's classic exploration ship.
- item_Descplushy_penguin_1=This adorable mascot of New Babbage loves nothing more than carving their way down the snow covered slopes of microTech.
- item_DescPOIR_FuelTank_1000=[PH] POIR 1000 Fuel Tank
- item_DescPOIR_FuelTank_3000=[PH] POIR 3000 Fuel Tank
- item_DescPOWR_ACOM_S01_StarHeart=Item Type: Power Plant\nManufacturer: ACOM \nSize: 1\nGrade: B\nClass: Competition\n\nFour generations of racing knowledge and know-how are behind ACOM’s StarHeart power plant. Known for its rapid power distribution, the StarHeart has become a favorite among speedsters.
- item_DescPOWR_ACOM_S01_Sunflare=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: C\nClass: Competition\n\nHarness the power of a star with this high performance power plant from ACOM. Ideal for racers and those who seek speed.
- item_DescPOWR_ACOM_S02_LuxCore_SCItem=POWR_ACOM_S02_LuxCore_SCItem
- item_DescPOWR_ACOM_S02_StarBurn_SCItem=POWR_ACOM_S02_StarBurn_SCItem
- item_DescPOWR_AEGS_S01_Charger=Item Type: Power Plant\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: D\nClass: Military\n\nThe Aegis Charger has powered military fighters for generations. Tried and tested in the most demanding of situations, the Charger can handle sudden or sustained power draws with ease.
- item_DescPOWR_AEGS_S01_FierellCascade=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: B\nClass: Military\n\nRely on Aegis’ expertise to power your ship. The Fierell Cascade is a military-grade power plant that prioritizes performance over everything else.
- item_DescPOWR_AEGS_S01_Regulus=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: C\nClass: Military\n\nThe Regulus is the power plant you can count on when everyone is counting on you. Made to exceed exacting military standards, Aegis’ design team has made sure that you have the extra power you need, when you need it most.
- item_DescPOWR_AEGS_S02_Maelstrom=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: C\nClass: Military\n\nThis military-grade component has been put through the paces by the UEE Navy, so you know the Maelstrom can handle the havoc of battle.
- item_DescPOWR_AEGS_S02_QuadracellMT_SCItem=POWR_AEGS_S02_QuadracellMT_SCItem
- item_DescPOWR_AEGS_S02_Vortex=Item Type: Power Plant\nManufacturer: Aegis Dynamics \nSize: 2\nGrade: D\nClass: Military\n\nTurn the tide of battle with the Aegis Vortex. Counted on by the UEE Navy, this power plant can be found on ships defending every corner of the universe.
- item_DescPOWR_AEGS_S03_Drassik_SCItem=POWR_AEGS_S03_Drassik_SCItem
- item_DescPOWR_AEGS_S03_QuadracellMX_SCItem=POWR_AEGS_S03_QuadracellMX_SCItem
- item_DescPOWR_AMRS_S01_HyperGen=Item Type: Power Plant\nManufacturer: A&R \nSize: 1\nGrade: D\nClass: Military\n\nThe HyperGen power plant is popular among both civilians and the military for its high quality. As a bonus, the manufacture, Amon & Reese, is famous for its stellar customer service.
- item_DescPOWR_AMRS_S01_JS300_SCItem=POWR_AMRS_S01_JS300_SCItem
- item_DescPOWR_AMRS_S01_OverDrive=Item Type: Power Plant\nManufacturer: A&R\nSize: 1\nGrade: C\nClass: Military\n\nAmon & Reese knows from years of experience just how hard the military can push their ships. Their OverDrive power plant was designed from the ground up to not only handle those tough conditions with less overheating, but to provide the same dependability and power to civilians as well.
- item_DescPOWR_AMRS_S02_ExoGen=Item Type: Power Plant\nManufacturer: A&R \nSize: 2\nGrade: D\nClass: Military\n\nSimple and direct, the ExoGen generates power in traditional A&R style: no fuss, just solid craftsmanship.
- item_DescPOWR_AMRS_S02_JS400_SCItem=POWR_AMRS_S02_JS400_SCItem
- item_DescPOWR_AMRS_S02_UltraFlux_SCItem=POWR_AMRS_S02_UltraFlux_SCItem
- item_DescPOWR_AMRS_S03_JS500_SCItem=POWR_AMRS_S03_JS500_SCItem
- item_DescPOWR_AMRS_S03_SuperDrive=Item Type: Power Plant\nManufacturer: A&R\nSize: 3\nGrade: C\nClass: Military\n\nA&R’s award winning customer service sets the SuperDrive apart from other military power plants in its class. Consumers love that they can depend on both the component and company when the going gets tough.
- item_DescPOWR_JUST_S00_Jennet_SCItem=POWR_JUST_S00_Jennet_SCItem
- item_DescPOWR_JUST_S00_SteadFast=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: C\nClass: Industrial\n\nWhen the road ahead is long, Juno Starwerk’s SteadFast power plant is there to see you and your vehicle through to the end by providing on-demand power and durability.
- item_DescPOWR_JUST_S01_Endurance=Item Type: Power Plant\nManufacturer: Juno Starwerk \nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerk’s Endurance has been in service since the 26th century. This industrial strength, utilitarian power plant is a favorite of mechanics since spare parts are easily acquired.
- item_DescPOWR_JUST_S01_Roughneck=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: D\nClass: Industrial\n\nFor its class, the Roughneck power plant from Juno Starwerks is an ideal component for haulers looking for maximum performance.
- item_DescPOWR_JUST_S02_Genoa_SCItem=POWR_JUST_S02_Genoa_SCItem
- item_DescPOWR_JUST_S02_Trommel=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: D\nClass: Industrial\n\nUtilitarian to its core, the Trommel’s lack of frills has made the power plant a favorite of mechanics around the Empire.
- item_DescPOWR_JUST_S03_Endurance=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerk’s Endurance has been in service since the 26th century. This industrial strength, utilitarian power plant is a favorite of mechanics since spare parts are easily acquired.
- item_DescPOWR_JUST_S03_Ginzel=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 3\nGrade: C\nClass: Industrial\n\nThe unique name for this stalwart industrial power plant was inspired by the nickname of a Juno Starwerk junior engineer who helped design it.
- item_DescPOWR_LPLT_S00_DuraJet_SCItem=POWR_LPLT_S00_DuraJet_SCItem
- item_DescPOWR_LPLT_S00_Radix=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: C\nClass: Civilian\n\nWith more than enough get up and go to handle your vehicle’s daily energy needs, the Radix from Lightning Power Ltd. is a power plant you can count on to get you where you’re going.
- item_DescPOWR_LPLT_S01_IonBurst=Item Type: Power Plant\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: B\nClass: Civilian\n\nThe IonBurst is touted by Lightning Power as being a best-in-class power plant, providing unequaled performance for the price.
- item_DescPOWR_LPLT_S01_PowerBolt=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: C\nClass: Civilian\n\nThe PowerBolt provides all the power and performance you need for your journey through the stars. You can trust Lightning Power to get you there.
- item_DescPOWR_LPLT_S01_ZapJet=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: D\nClass: Civilian\n\nThe Lightning Power ZapJet is an ideal streamlined package perfect for anybody who wants a straightforward no-fuss power solution.
- item_DescPOWR_LPLT_S02_FullForce_SCItem=POWR_LPLT_S02_FullForce_SCItem
- item_DescPOWR_LPLT_S02_IonSurge_SCItem=POWR_LPLT_S02_IonSurge_SCItem
- item_DescPOWR_LPLT_S03_FullForcePro=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 3\nGrade: C\nClass: Civilian\n\nEven though Lightning Power Ltd has updated the look of the FullForce Pro power plant, it still delivers that same balanced performance people have come to expect.
- item_DescPOWR_LPLT_S03_SparkJetPro_SCItem=POWR_LPLT_S03_SparkJetPro_SCItem
- item_DescPOWR_ORIG_S04_890J_SCItem=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 4\nGrade: Bespoke\nClass: Civilian\n\nSakura Sun worked with Origin to fine tune the Stellate into the perfect power plant for the 890 Jump, providing the power and performance necessary for a ship of such grand design.
- item_DescPOWR_SASU_S01_LightBlossom=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: C\nClass: Civilian\n\nFeaturing stylish design and strong performance, the LightBlossom is a worthy addition to Sakura Sun’s line-up, continuing the reputation the conglomerate has for making everything and making it well.
- item_DescPOWR_SASU_S01_WhiteRose_SCItem=POWR_SASU_S01_WhiteRose_SCItem
- item_DescPOWR_SASU_S02_DayBreak=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 2\nGrade: C\nClass: Civilian\n\nSakura Sun knows exactly what you need. The DayBreak is a straightforward power plant that provides parity to its performance, durability, and stealth stats.
- item_DescPOWR_SASU_S02_Lotus_SCItem=POWR_SASU_S02_Lotus_SCItem
- item_DescPOWR_SASU_S03_TigerLilly_SCItem=POWR_SASU_S03_TigerLilly_SCItem
- item_DescPOWR_TYDT_S01_DeltaMax=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: B\nClass: Stealth\n\nExpert engineering made significant breakthroughs possible when designing the DeltaMax, resulting in a stealth signature even lower than originally estimated by the team at Tyler Design and Tech.
- item_DescPOWR_TYDT_S01_SonicLite=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: C\nClass: Stealth\n\nConstructed from the ground up to minimize your heat signature, Tyler Design’s SonicLite power plant has gained a following among pilots who appreciate a subtler approach.
- item_DescPOWR_TYDT_S02_Eclipse_SCItem=POWR_TYDT_S02_Eclipse_SCItem
- item_DescPOWR_TYDT_S02_GammaMax_SCItem=POWR_TYDT_S02_GammaMax_SCItem
- item_DescPOWR_V01_LPLT_IonWave=[PH] LPLT-Made XIAN Nox Powerplant Description[PH]
- item_DescPOWR_VNCL_S01_Blade=[PH] VNCL Blade Powerplant
- item_DescPOWR_VNCL_S01_Cleaver=[PH] VNCL Cleaver Powerplant
- item_DescPOWR_VNCL_S01_Pulse=[PH] VNCL Pulse Powerplant
- item_DescPOWR_VNCL_S01_Scythe=[PH] VNCL Scythe Powerplant
- item_DescPOWR_VNCL_S01_Stinger=[PH] VNCL Stinger Powerplant
- item_DescPOWR_VNCL_S01_Void=[PH] VNCL Void Powerplant
- item_DescPRAR_DistortionScatterGun_S3=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 3\n\nTurn hostiles into non-combatants with the Reformation. This size three scattergun from Preacher Armaments delivers devastating distortion damage at a close range.
- item_DescPRAR_DistortionScatterGun_S4=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 4\n\nDisable an enemy's ship without damaging it with the Salvation scattergun from Preacher Armaments. With its wide spread and low rate of fire this size four scattergun is most potent at close range.
- item_DescPRAR_DistortionScatterGun_S5=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 5\n\nDeliver high distortion damage in close quarters with Preacher Armaments' Absolution scattergun. This size five weapon is an ideal loadout option for those interested in capturing or boarding their target.
- item_DescPRAR_DistortionScatterGun_S6=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 6\n\nThe Condemnation is a massive size six scattergun from Preacher Armaments. Its high distortion damage incapacitates the electronics, though its wide spreads makes it less effective as the target gets farther away.
- item_descptv_paint_camo=ATC-F is a non-reflective paint surface ideal for anyone looking to lower their profile in the wild. Perfect for military, sporting enthusiasts or naturalists.
- item_descptv_paint_cherry=Speed isn’t just about mechanics, it’s about perception. Your Greycat will look and feel faster without changing a thing. The Cherry topcoat system uses cutting-edge raw materials and composition coating technology to maintain its glossy finish.
- item_descptv_paint_double=One of the most popular paint styles on the Greycat, Agate Gray is a two-toned paint skin that brings the buggy’s interior colors as accents on the exterior, unifying the Greycat into a single cohesive aesthetic.
- item_descptv_paint_metal=Who says a buggy can’t be elegant? The Gunmetal paint system is a medium gloss, two-component technology that maximizes gloss retention and durability.
- item_descptv_paint_stealth=The Tactical Stealth is a near zero gloss paint that incorporates a catalyzed urethane process for unsurpassed durability making it highly resistant to UV rays, chemicals and chips.
- item_descptv_paint_willys=Rifle Green is a premium two-component technology designed to endure harsher environments without fading or scratching.
- item_DescPU_Hangar2PlanetsideSwitch=<-=MISSING=->
- item_DescPurpleLaserBolt=<-=MISSING=->
- item_DescQDRV_ACAS_S02_SparkFire_SCItem=[PH] Spark Fire
- item_DescQDRV_ACAS_S02_SunFire_SCItem=[PH] Sun Fire
- item_DescQDRV_ARCC_S01_Flood_SCItem=[PH] Flood
- item_DescQDRV_ARCC_S01_Rush=Item Type: Quantum Drive\nManufacturer: ArcCorp \nSize: 1\nGrade: C\nClass: Civilian\n\nThe Rush is a popular commercial quantum drive that lives up to its name.
- item_DescQDRV_ARCC_S02_Cascade_SCItem=QDRV_ARCC_S02_Cascade_SCItem
- item_DescQDRV_ARCC_S03_Echo=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: D\nClass: Civilian\n\nArcCorp careful crafted and calibrated the Echo into an affordable yet effective quantum drive.
- item_DescQDRV_ARCC_S03_Echo_SCItem=QDRV_ARCC_S03_Echo_SCItem
- item_DescQDRV_ARCC_S03_Fissure=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: C\nClass: Civilian\n\nSpool up the Fissure and speed through space with the component ArcCorp claims has successfully completed billions of quantum travels over the centuries.
- item_DescQDRV_ARCC_S03_Fissure_SCItem=QDRV_ARCC_S03_Fissure_SCItem
- item_DescQDRV_ARCC_S03_Impulse=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: B\nClass: Civilian\n\nLegend claims an inaccurate lathe cut materials thinner than expected on the Impulse prototype. When its test performance exceeded expectations, engineers adopted the changes, and ArcCorp's premiere size three quantum drive was born.
- item_DescQDRV_ARCC_S03_Impulse_SCItem=QDRV_ARCC_S03_Impulse_SCItem
- item_DescQDRV_JUST_S01_Goliath=Item Type: Quantum Drive\nManufacturer: Juno Starwerk \nSize: 1\nGrade: C\nClass: Industrial\n\nThe Goliath was designed to be more durable than other quantum drives in its class. That’s made it a staple of industrial ship since Humanity first started to explore the stars.
- item_DescQDRV_JUST_S01_Vulcan_SCItem=QDRV_JUST_S01_Vulcan_SCItem
- item_DescQDRV_JUST_S02_Bolon=Item Type: Quantum Drive\nManufacturer: Juno Starwerk \nSize: 2\nGrade: C\nClass: Industrial\n\nDon’t let lesser craftsmanship put you and your precious cargo at risk. The Bolon industrial quantum drive was built with durability in mind to keep it working when you need it most.
- item_DescQDRV_JUST_S02_Huracan_SCItem=QDRV_JUST_S02_Huracan_SCItem
- item_DescQDRV_JUST_S03_Agni=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nHaulers have relied on Juno Starwerk's stellar industrial craftsmanship for centuries. The company constantly updates and improves the design of the Agni quantum drive to ensure it remains a top-of-the-line industrial component.
- item_DescQDRV_JUST_S03_Agni_SCItem=QDRV_JUST_S03_Agni_SCItem
- item_DescQDRV_JUST_S03_Kama=Item Type: Quantum Drive\nManufacturer: Juno Starwerk \nSize: 3\nGrade: C\nClass: Industrial\n\nThe Kama from Juno Starwerk has won more “Fan Favorite” reader’s poll from ‘Long Haul Quarterly’ than any other industrial quantum drive in its class.
- item_DescQDRV_JUST_S03_Vesta=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 3\nGrade: D\nClass: Industrial\n\nEnsure your goods get to where they need to go with the Vesta quantum drive. Juno Starwerk specifically designed the component to handle all the trials and tribulations of the long haul.
- item_DescQDRV_JUST_S03_Vesta_SCItem=QDRV_JUST_S03_Vesta_SCItem
- item_DescQDRV_ORIG_S04_890J_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp \nSize: 4\nGrade: Bespoke\nClass: Civilian\n\nDesigned specifically for the 890 Jump, the Allegro quantum drive blends ArcCorp's expertise with Origin's exceptionally high standards, making it the ideal companion for a luxury cruise through the stars.
- item_DescQDRV_RACO_S01_Drift=Item Type: Quantum Drive\nManufacturer: RAMP Corporation \nSize: 1\nGrade: C\nClass: Stealth\n\nBuilt to keep heat and signature levels low, the Drift quantum drive from RAMP Corporation helps to minimize emissions generated while spooling.
- item_DescQDRV_RACO_S01_Spectre_SCItem=QDRV_RACO_S01_Spectre_SCItem
- item_DescQDRV_RACO_S02_Bolt_SCItem=QDRV_RACO_S02_Bolt_SCItem
- item_DescQDRV_RACO_S02_Nova_SCItem=QDRV_RACO_S02_Nova_SCItem
- item_DescQDRV_RACO_S02_Spicule_SCItem=QDRV_RACO_S02_Spicule_SCItem
- item_DescQDRV_RSI_S01_Eos=Item Type: Quantum Drive\nManufacturer: RSI \nSize: 1\nGrade: C\nClass: Civilian\n\nThe Eos quantum drive has been a staple in the RSI product line for centuries. Its original design was so perfectly fine-tuned that it has remained basically unchanged since.
- item_DescQDRV_RSI_S01_Hyperion_SCItem=QDRV_RSI_S01_Hyperion_SCItem
- item_DescQDRV_RSI_S02_Aither_SCItem=QDRV_RSI_S02_Aither_SCItem
- item_DescQDRV_RSI_S02_Hemera_SCItem=QDRV_RSI_S02_Hemera_SCItem
- item_descQDRV_RSI_S02_Khaos_SCItem=QDRV_RSI_S02_Khaos_SCItem
- item_DescQDRV_RSI_S03_Erebos=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: A\nClass: Civilian\n\nThe Erebos exemplifies RSI's commitment to excellence. This high quality quantum drive constantly ranks atop "Best of" lists for both critics and consumers.
- item_descQDRV_RSI_S03_Erebos_SCItem=QDRV_RSI_S03_Erebos_SCItem
- item_DescQDRV_RSI_S03_Metis=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: C\nClass: Civilian\n\nThere's no room for error when bending space and time to travel incredible distances. So put your trust in RSI, a company that's delivered quality components to the public since the dawn of space flight.
- item_descQDRV_RSI_S03_Metis_SCItem=QDRV_RSI_S03_Metis_SCItem
- item_DescQDRV_RSI_S03_Tyche=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: B\nClass: Civilian\n\nThe Tyche quantum drive harmoniously balances performance, durability, and stealth to create a well-rounded component capable of adeptly handling a variety of situations.
- item_descQDRV_RSI_S03_Tyche_SCItem=QDRV_RSI_S03_Tyche_SCItem
- item_DescQDRV_TARS_S01_Expedition=Item Type: Quantum Drive\nManufacturer: Tarsus \nSize: 1\nGrade: C\nClass: Civilian\n\nCruise through space confident that your perfectly balanced Expedition quantum drive from Tarsus will get you exactly where you’re going.
- item_descQDRV_TARS_S01_Wayfare_SCItem=QDRV_TARS_S01_Wayfare_SCItem
- item_DescQDRV_TARS_S02_Odyssey=Item Type: Quantum Drive\nManufacturer: Tarsus \nSize: 2\nGrade: C\nClass: Civilian\n\nAdventure amidst the stars awaits with the Odyssey quantum drive. Careful and continued refinement from the Tarsus team has kept this component on the cutting edge for centuries.
- item_descQDRV_TARS_S02_Quest_SCItem=QDRV_TARS_S02_Quest_SCItem
- item_DescQDRV_TARS_S03_Drifter=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: D\nClass: Civilian\n\nBalancing craftsmanship and cost, the Drifter provides renowned Tarsus performance at an affordable price.
- item_descQDRV_TARS_S03_Drifter_SCItem=QDRV_TARS_S03_Drifter_SCItem
- item_DescQDRV_TARS_S03_Ranger=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: B\nClass: Civilian\n\nRely on the Ranger to guide you through the stars. The quality and reliability of this classic Tarsus quantum drive has made it a ship staple for centuries.
- Item_descQDRV_TARS_S03_Ranger_SCItem=QDRV_TARS_S03_Ranger_SCItem
- item_DescQDRV_TARS_S03_Wanderer=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: C\nClass: Civilian\n\nTarsus carefully designed and tuned the Wanderer into an all-around solid quantum drive, making it one of the more popular components in their revered line-up.
- item_descQDRV_TARS_S03_Wanderer_SCItem=QDRV_TARS_S03_Wanderer_SCItem
- item_DescQDRV_WETK_S01_Beacon=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 1\nGrade: C\nClass: Military\n\nWei-Tek has made other mil-spec component manufacturers sit up and take notice with the introduction of the highly praised Beacon quantum drive.
- item_DescQDRV_WETK_S01_Siren=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 1\nGrade: B\nClass: Military\n\nRecent changes by Wei-Tek to the alloys used in the Siren have improved its performance without sacrificing durability, making it a respectable military-grade quantum drive.
- item_DescQDRV_WETK_S02_Crossfield=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 2\nGrade: C\nClass: Military\n\nWei-Tek has marketed the Crossfield specifically to target military personnel and veteran pilots who will appreciate the stats that the mil-spec quantum drive offers.
- item_descQDRV_WETK_S02_XL1_SCItem=QDRV_WETK_S02_XL1_SCItem
- item_DescQDRV_WETK_S03_Balandin=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 3\nGrade: B\nClass: Military\n\nWei-Tek built the Balandin with military and security personnel in mind. Following a series of test runs by veterans, engineers accelerated the spool and calibration times while also improving the component's precision and stability.
- item_descQDRV_WETK_S03_Balandin_SCItem=QDRV_WETK_S03_Balandin_SCItem
- item_DescQDRV_WETK_S03_Pontes=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 3\nGrade: C\nClass: Military\n\nWhen placed under stress tests, the proprietary alloys used by Wei-Tek to build the Pontes proved themselves against competitors in the same class.
- item_DescQDRV_WETK_S03_TS2=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 3\nGrade: A\nClass: Military\n\nAdvanced protective plating provides the TS-2 with superior durability and protection against the elements and aggressors, making it an ideal quantum drive for those moments when danger calls.
- item_descQDRV_WETK_S03_TS2_SCItem=QDRV_WETK_S03_TS2_SCItem
- item_DescQDRV_XIAN_S01=[PH] XIAN Quantum Drive
- item_DescQED_WETK_S03_Reynie=Item Type: Quantum Enforcement Device
- item_DescQFT_AEGS_Medi_PL01=[PH] AEGS Medium Quantum Fuel Tank
- item_DescQFT_AEGS_Medi_PL02=[PH] AEGS Medium Quantum Fuel Tank
- item_DescQFT_AEGS_SMAL_PL01=[PH] AEGS Small Quantum Fuel Tank
- item_DescQFT_AEGS_SMAL_PL02=[PH] AEGS Small Quantum Fuel Tank
- item_DescQFT_ANVL_SMAL_F7A=[PH] ANVL F7A Quantum Fuel Tank
- item_DescQFT_ANVL_SMAL_PL01=[PH] ANVL Small Quantum Fuel Tank
- item_DescQFT_ANVL_SMAL_PL02=[PH] ANVL Small Quantum Fuel Tank
- item_DescQFT_CNOU_SMAL_PL01=[PH] CNOU Small Quantum Fuel Tank
- item_DescQFT_CNOU_SMAL_PL02=[PH] CNOU Small Quantum Fuel Tank
- item_DescQFT_CNOU_SMAL_PL03=[PH] CNOU Small Quantum Fuel Tank
- item_DescQFT_DRAK_MEDI_PL01=[PH] DRAK Medium Quantum Fuel Tank
- item_DescQFT_ORIG_SMAL_PL01=[PH] ORIG Small Quantum Fuel Tank
- item_DescQFT_ORIG_SMAL_PL02=[PH] ORIG Small Quantum Fuel Tank
- item_DescQFT_ORIG_SMAL_PL03=[PH] ORIG Small Quantum Fuel Tank
- item_DescQFT_ORIG_SMAL_PL04=[PH] ORIG Small Quantum Fuel Tank
- item_DescQFT_RSI_MEDI_PL01=[PH] RSI Medium Quantum Fuel Tank
- item_DescQFT_RSI_SMAL_PL01=[PH] RSI Small Quantum Fuel Tank
- item_DescQFT_RSI_SMAL_PL02=[PH] RSI Small Quantum Fuel Tank
- item_DescQFT_VNCL_SMAL_PL01=[PH] VNCL Small Quantum Fuel Tank
- item_DescQTNK_VNCL_Glaive=[PH] Quantum Fuel Tank
- item_DescQTNK_VNCL_Scythe=[PH] Quantum Fuel Tank
- item_DescRedLaserBolt=<-=MISSING=->
- item_descReliant_Paint_Mako=Standard paint job for the MISC Reliant Mako.
- item_descReliant_Paint_Sen=Standard paint job for the MISC Reliant Sen.
- item_descReliant_Paint_Tana=Standard paint job for the MISC Reliant Tana.
- item_DescRifle=<-=MISSING=->
- item_DescRifleBullet=<-=MISSING=->
- item_DescRSI_3DRadarDisplay=[PH] RSI 3D Radar Display
- item_DescRSI_Apollo_Medivac_shop=Manufacturer: RSI\nFocus: Medical\n\nAlong with superior armor and dual missile racks, the 2948 Apollo Medivac model pays homage to the classic 2910 film, Astromedics: Back from the Brink, with livery that accurately recreates the headlining Kithara.
- item_DescRSI_Apollo_Triage_shop=Manufacturer: RSI\nFocus: Medical\n\nThe legendary Apollo chassis from Roberts Space Industries is the gold standard in medevac and rapid emergency response, having provided critical aid to the known universe for well over two centuries.
- item_DescRSI_Aurora_CL_shop=Manufacturer: RSI\nFocus: Light Freight\n\nCustomized for mercantile and trading excursions, the Aurora Clipper is the perfect vessel for aspiring entrepreneurs and seasoned traders alike. Swapping a smaller power plant and armor capabilities for an expanded cargo capacity, the Clipper ups the ante for personal merchant craft.
- item_DescRSI_Aurora_ES_shop=Manufacturer: RSI\nFocus: Pathfinder\n\nThe Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner's ship: what it lacks in style it makes up for in ample room for upgrade modules.
- item_DescRSI_Aurora_LandingSystem=[PH] RSI Aurora Landing System
- item_DescRSI_Aurora_lights=@Aurora Light Set
- item_DescRSI_Aurora_LN_Pilot_Seat=[PH] RSI Aurora LN Pilot Seat
- item_DescRSI_Aurora_LN_shop=Manufacturer: RSI\nFocus: Light Fighter\n\nWith a more robust shield generator and a pair of additional weapon hard points, the Legionnaire is a dedicated combat fighter, built to handle any obstacle the universe can throw at you.
- item_DescRSI_Aurora_LX_shop=Manufacturer: RSI\nFocus: Pathfinder \n\nBe proud of your roots with the brand new Aurora Deluxe, built for the discerning pilot who never forgets where he or she came from. The LX features patent leather interior to guarantee comfort for those long stretches in the black.
- item_DescRSI_Aurora_MR_shop=Manufacturer: RSI\nFocus: Light Fighter\n\nPerhaps you're looking for something that offers carrying capacity but has combat capabilities too? The Aurora Marque comes with a pair of Behring-quality lasers and a high quality gun cooler system.
- item_DescRSI_Aurora_MultiLight=[PH] RSI Aurora External Lights
- item_DescRSI_Aurora_Pilot_Seat=[PH] RSI Aurora Pilot Seat
- item_DescRSI_Aurora_Pilot_Seat_Blue=[PH] RSI Aurora Pilot Seat Blue
- item_DescRSI_Aurora_Pilot_Seat_Red=[PH] RSI Aurora Pilot Seat Red
- item_DescRSI_BallisticRepeater_S9=[PH] RSI Ballistic Repeater S9
- item_DescRSI_Bengal_Seat_Pilot=[PH] RSI Bengal Pilot Seat
- item_DescRSI_Bengal_Turret_AA_Cockpit=[PH] RSI Bengal AA Turret Cockpit
- item_DescRSI_Bengal_Turret_STS=[PH] RSI Bengal STS Turret
- item_DescRSI_CML_Chaff=[PH] RSI Chaff Launcher
- item_DescRSI_CML_Flare=[PH] RSI Flare Launcher
- item_DescRSI_Cockpit_Audio=[PH] RSI Cockpit Audio
- item_DescRSI_Constellation_Andromeda_shop=Manufacturer: RSI\nFocus: Medium Freight / Gunship\n\nThe Constellation Andromeda, a multi-person freighter, is the most popular ship in RSI's current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered... and just downright iconic-looking.
- item_DescRSI_Constellation_Aquila_shop=Manufacturer: RSI\nFocus: Expedition\n\nExplore any distant horizons! The Constellation Aquila features a redesigned cockpit for maximum visibility, advanced sensors and an onboard Ursa rover for planetary exploration. Let’s see what’s out there!
- item_DescRSI_Constellation_Base_Seat_Copilot_Left=[PH] RSI Constellation Co-Pilot Left Seat
- item_DescRSI_Constellation_Base_Seat_Copilot_Right=[PH] RSI Constellation Co-Pilot Right Seat
- item_DescRSI_Constellation_Base_Seat_Pilot=[PH] RSI Constellation Pilot Seat
- item_DescRSI_Constellation_LandingSystem=[PH] RSI Constellation Landing System
- item_DescRSI_Constellation_lights=[PH] RSI Constellation External Lights
- item_DescRSI_Constellation_MissilePod=[PH] RSI Constellation Missile Pod
- item_DescRSI_Constellation_MissilePod_S1_x7=[PH] RSI Constellation Missile Pod
- item_DescRSI_Constellation_MissilePod_S2_x3=[PH] RSI Constellation Missile Pod
- item_DescRSI_Constellation_MultiLight=[PH] RSI Constellation External Lights
- item_DescRSI_Constellation_Phoenix_shop=Manufacturer: RSI\nFocus: Medium Freight\n\nEnjoy the adventure of a multi-crew Constellation on a budget. The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells and whistles, the Taurus is a great way to get started with crewed ships.
- item_DescRSI_Constellation_PhoenixEmerald_shop=Manufacturer: RSI\nFocus: Touring\n\nA dedicated luxury spacecraft for the discerning captain, the Constellation Phoenix features a luxurious redesigned interior, a Lynx rover, and a Kruger P-72 Archimedes Snub ship.
- item_DescRSI_Constellation_Seat_Pilot=[PH] RSI Constellation Pilot Seat
- item_DescRSI_Constellation_Seat_Turret=[PH] RSI Constellation Turret Seat
- item_DescRSI_Constellation_Seat_Turret_Bottom=[PH] RSI Constellation Lower Turret Seat
- item_DescRSI_Constellation_Taurus_shop=Manufacturer: RSI\nFocus: Medium Freight \n\nEnjoy the adventure of a multi-crew Constellation on a budget! The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells-and-whistles, the Taurus is a great way to get started with crewed ships.
- item_DescRSI_Constellation_Turret=[PH] RSI Constellation Turret description
- item_DescRSI_Constellation_Turret_Base_Lower=[PH] RSI Constellation Turret description
- item_DescRSI_Constellation_Turret_Base_Upper=[PH] RSI Constellation Turret description
- item_DescRSI_DefaultADS=[PH] RSI ADS
- item_DescRSI_DefaultBattery=[PH] RSI Battery
- item_DescRSI_DefaultCPU=[PH] RSI CPU
- item_DescRSI_DefaultFlashlight=RSI's MicroTorch flashlight is a high-powered hands-free flashlight that clips onto standard accessory slots to provide consistent visibility in a variety of environmental conditions.
- item_DescRSI_DefaultJetPack=<-=MISSING=->
- item_DescRSI_DefaultMotherboard=[PH] RSI Motherboard
- item_DescRSI_DefaultRadar_LongRange=[PH] RSI Long Range Radar
- item_DescRSI_DefaultRadar_MidRange=[PH] RSI Medium Range Radar
- item_DescRSI_DefaultRadar_ShortRange=[PH] RSI Short Range Radar
- item_DescRSI_DefaultSignatureReductor=[PH] RSI Signature Reduction Device
- item_DescRSI_DefaultTargetSelector=[PH] RSI Target Selection Device
- item_DescRSI_DefaultTurretAIModule=[PH] Turret Module
- item_DescRSI_DefaultWeaponBattery=[PH] RSI Weapon Battery
- item_DescRSI_DefaultWeaponControl=[PH] RSI Weapon Control
- item_DescRSI_FXM_ESI_LowerRetro_S1=[PH] RSI FXM ESA Retro Thruster
- item_DescRSI_FXM_ESI_S1=[PH] RSI FXM ESA Thruster
- item_DescRSI_FXM_ESI_UpperRetro_S1=[PH] RSI FXM ESA Thruster
- item_DescRSI_FXM_ESI_Wing_S1=[PH] RSI FXM ESA Thruster
- item_DescRSI_Intakes_Aurora=[PH] RSI Aurora Intakes
- item_DescRSI_Light_Armor=[PH] RSI Light Armor
- item_DescRSI_Light_Helmet=[PH] RSI Light Helmet
- item_DescRSI_Light_Helmet_01=(PH) RSI Default Helmet Description
- item_DescRSI_Light_Helmet_02=(PH) RSI Default Helmet 2 Description
- item_DescRSI_Light_Helmet_03=(PH) RSI Default Helmet 3 Description
- item_DescRSI_Light_Helmet_04=(PH) RSI Default Helmet 4 Description
- item_DescRSI_Light_Helmet_05=(PH) RSI Default Helmet 5 Description
- item_DescRSI_Light_Helmet_06=(PH) RSI Default Helmet 6 Description
- item_DescRSI_Light_Helmet_07=(PH) RSI Default Helmet 7 Description
- item_DescRSI_Light_Helmet_08=(PH) RSI Default Helmet 8 Description
- item_DescRSI_Light_Helmet_09=(PH) RSI Default Helmet 9 Description
- item_DescRSI_Light_Helmet_Purple=[PH] RSI Light Helmet - Purple
- item_DescRSI_Light_Helmet_Yellow=[PH] RSI Light Helmet - Yellow
- item_DescRSI_MissileBay=[PH] RSI Missile Bay
- item_DescRSI_Orion_shop=Manufacturer: RSI\nFocus: Heavy Mining\n\nRoberts Space Industries' goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orion's features include high-grade turret-mounted tractor beam arrays, plenty of mineral storage, and a cabin designed by the team that brought you the Aurora and Constellation. The listed Cargo Capacity is only for the dedicated Cargo Room and does not account for the mined material capacity in the storage pods.
- item_DescRSI_Purple_Armor=[PH] RSI Armor - Purple
- item_DescRSI_SelfDestruct=[PH] RSI Self Destruct
- item_DescRSI_SelfDestruct_Long=[PH] RSI Self Destruct Long
- item_DescRSI_Ursa_shop=Manufacturer: RSI\nFocus: Exploration \n\nBuilt by RSI specifically for the planetside explorer, the Ursa Rover offers civilians military-grade all-terrain capabilities and stands as the rugged standard in ground-based scouting, mapping, and discovery applications.
- item_DescRSI_VP_ESI_S1=RSI Thruster developed in conjunction with KRIG specifically for use on the P-52 Merlin and P-72 Archimedes.
- item_DescRSI_Yellow_Armor=[PH] RSI Armor - Yellow
- item_DescSCAR=<-=MISSING=->
- item_DescSCARAudio=<-=MISSING=->
- item_DescSECO_Dual_Ink_Mark_204_Small=INK-Dual 204-S
- item_DescSECO_S1_F1_Q1=[PH] SECO INK-1
- item_DescSECO_S1_F1_Q1_Merlin=[PH] SECO INK-1 Merlin
- item_DescSECO_S1_F1_Q1_Mustang=[PH] SECO INK-1 Mustang
- item_DescSECO_S1_F1_Q1_Survival=[PH] SECO INK-1
- item_DescSECO_S1_F4_DD=Item Type: Shield Generator\nManufacturer: Seal Corporation \nSize: 1\nGrade: D\nClass: Civilian\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporation’s INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
- item_DescSECO_S1_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporation’s INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
- item_DescSECO_S2_F4_DD=Manufacturer: Seal Corporation\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporation’s INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
- item_DescSECO_S2_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporation’s INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
- item_DescSECO_S3_F4_DD=Manufacturer: Seal Corporation\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporation’s INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
- item_DescSECO_S3_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporation’s INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
- item_DescSECO_S4_F4_DD=Manufacturer: Seal Corporation\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporation’s INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
- item_DescSECO_S4_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporation’s INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
- item_DescShieldPane=<-=MISSING=->
- item_DescSHLD_AEGS_S04_Idris=[PH] AEGS Idris Shield
- item_DescSHLD_ASAS_S01_Cloak=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: D\nClass: Stealth
- item_DescSHLD_ASAS_S01_Obscura=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: C\nClass: Stealth\n\nRespected for its lower emissions, the Obscura shield generator uses an advanced signature dispersal system to help give your ship a quieter signature while still remaining shielded.
- item_DescSHLD_ASAS_S01_Shimmer=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: C\nClass: Stealth\n\nAscension Astro is known for one thing — quality stealth components. Their Shimmer shield generator was built not only to help avoid detection, but also provide protection when needed most.
- item_DescSHLD_ASAS_S01_Veil=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: B\nClass: Stealth
- item_DescSHLD_ASAS_S02_Shroud=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: D\nClass: Stealth
- item_DescSHLD_BANU_S02_Sukoran=Item Type: Shield Generator\nManufacturer: Banu\nSize: 2\nGrade: C\nClass: Military\n\nGood design always survives with the Banu. The Sukoran shield generator updates Tevarin technology in a number of interesting ways. Its efficient design draws less power, while still effectively producing a robust shield capable of absorbing most ballistic and energy attacks until it's fully depleted. However, this greater efficiency comes with a price as the Sukoran's slower regen rate may temporarily render the shield offline.
- item_DescSHLD_BASL_S00_Castra=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 0\nGrade: C\nClass: Industrial\n\nWhen performance meets price for vehicle shield generators, the Castra is the clear winner. It has been a Whitley’s Guide “Best Buy” for five consecutive years.
- item_DescSHLD_BASL_S01_Bulwark=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 1\nGrade: C\nClass: Industrial\n\nThe Bulwark shield generator provides industrial-grade durability and increased performance, but at the expense of a higher emission level.
- item_DescSHLD_BASL_S01_Guardian=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 1\nGrade: B\nClass: Industrial
- item_DescSHLD_BASL_S01_Palisade=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 1\nGrade: A\nClass: Industrial
- item_DescSHLD_BASL_S02_Aspis=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 2\nGrade: C\nClass: Industrial\n\nBasilisk’s Aspis industrial shield generator features durable design and reliable performance, earning it a place on Whitley’s Guide ‘Best Buy’ list.
- item_DescSHLD_BASL_S03_Stronghold=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 3\nGrade: C\nClass: Industrial\n\nThe Stronghold shield generator uses patented hull plating techniques to reinforce the generator’s body to make it one of the sturdiest on the market. That means the shield and component are both built to last.
- item_DescSHLD_BEHR_S01_5SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: C\nClass: Civilian\n\nThe 5SA ‘Rhada’ delivers Behring’s expert engineering and trusted performance to make it a worthy shield generator for any commercial ship.
- item_DescSHLD_BEHR_S01_6SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: B\nClass: Civilian
- item_DescSHLD_BEHR_S01_7SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: A\nClass: Civilian
- item_DescSHLD_BEHR_S02_5MA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 2\nGrade: C\nClass: Civilian\n\nThanks to Behring’s expert engineers, the 5MA ‘Chimalli’ shield generator balances the need for a solid regeneration rate with dependable damage absorption.
- item_DescSHLD_BEHR_S03_5CA=Item Type: Shield\nManufacturer: Behring \nSize: 3\nGrade: C\nClass: Civilian\n\nBehring’s belief in balanced shield design is evident with the 5CA. This large shield generator is equally focused on providing acceptable shield health along with decent damage absorption.
- item_DescSHLD_BEHR_SMAL_PL01=[PH] BEHR Shield Small
- item_DescSHLD_GODI_S01_AllStop=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: C\nClass: Military\n\nGorgon Defender Industries first created the AllStop shield generator to hold off the Vanduul. They worked so well that many military crafts were known to prefer the AllStop. Just one of the many reasons to have one on your ship.
- item_DescSHLD_GODI_S01_ForceWall=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: B\nClass: Military\n\nWant to stay in the thick of battle a bit longer? Gorgon’s ForceWall is a military-grade shield generator that’s able to absorb more damage, providing a notable uptick to your shield’s durability.
- item_DescSHLD_GODI_S01_FR66=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: A\nClass: Military
- item_DescSHLD_GODI_S01_SecureHyde=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: D\nClass: Military\n\nGet extra protection with the SecureHyde shield generator. This military-grade component provides superior durability over every other shield generator in its class.
- item_DescSHLD_GODI_S02_FullStop=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: C\nClass: Military\n\nFeaturing proprietary recoil tech, the FullStop shield generator was built to better absorb attacks from a multitude of damage types.
- item_DescSHLD_GODI_S03_SureStop=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: C\nClass: Military\n\nGorgon’s SureStop shield generator was initially developed for military applications, aiming for a middle-of-the-road alternative for circumstances that are anything but. Featuring new Envelop projection technology, the SureStop emphasizes performance and dependability over lower signature.
- item_DescSHLD_ORIG_S04_890J_SCItem=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 4\nGrade: Bespoke\nClass: Industrial\n\nOrigin turned to the experts at Basilisk to build a bespoke shield generator for the 890 Jump. The Glacis blends centuries of cutting edge innovation to produce a strong and stable shield capable of defending the valuable ship and passengers aboard.
- item_DescSHLD_S01_CIV_SECO_Ink=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: D\nClass: Civilian\n\nWhen you’re looking for a dependable shield, why not trust the company that’s been doing it longer than anyone else? Seal Corporation’s original INK shield generator has been a staple around the Empire for generations.
- item_DescSHLD_S01_CMP_YORM_Targa=Item Type: Shield Generator\nManufacturer: Yorm\nSize: 1\nGrade: C\nClass: Competition\n\nBased on Gotlieb Yorm’s original design, the Targa is a light, high performance, competition-grade generator that revolutionized racing.
- item_DescSHLD_S01_IND_BASL_Steward=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 1\nGrade: D\nClass: Industrial\n\nThe Steward is Basilisk’s entry level industrial shield generator. Its reinforced housing adds an extra level of durability to an already robust system, guaranteeing that your shield will be projecting even in the harshest conditions.
- item_DescSHLD_S01_Mirage=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: A\nClass: Stealth
- item_DescSHLD_SECO_MEDI_PL01=[PH] SECO Shield Medium
- item_DescSHLD_SECO_S00_PIN=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 0\nGrade: C\nClass: Civilian\n\nWith the PIN vehicle shield generator you can now trust Seal Corp to protect you whether you’re in space or atmosphere.
- item_DescSHLD_SECO_S01_HEX=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: B\nClass: Civilian
- item_DescSHLD_SECO_S01_INK=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: D\nClass: Civilian\n\nWhen you’re looking for a dependable shield, why not trust the company that’s been doing it longer than anyone else? Seal Corporation’s original INK shield generator has been a staple around the Empire for generations.
- item_DescSHLD_SECO_S01_WEB=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: C\nClass: Civilian\n\nTried, tested, and refined for centuries, the WEB shield generator balances sleek design with stellar performance to keep your ship safe under a wide variety of circumstances.
- item_DescSHLD_SECO_S02_STOP=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 2\nGrade: C\nClass: Civilian\n\nUtilizing a design that has proven itself time and again, the STOP shield generator by Seal Corporation has featured the same classic design for years due to its consistent, stellar performance.
- item_DescSHLD_SECO_SMAL_PL01=[PH] SECO Shield Small
- item_DescSHLD_SECO_SMAL_PL01_Pirate=[PH] SECO Shield Small (Pirate)
- item_DescSHLD_YORM_S01_Falco=Item Type: Shield Generator\nManufacturer: YORM\nSize: 1\nGrade: D\nClass: Competition\n\nFalco is the perfect shield generator for those always on the go. Its lightweight build won’t hurt your top speed, while still being able to absorb enough damage for you to make your escape.
- item_DescSHLD_YORM_S01_Targa=Item Type: Shield Generator\nManufacturer: YORM\nSize: 1\nGrade: C\nClass: Competition\n\nBased on Gotlieb Yorm’s original design, the Targa is a light, high performance, competition-grade generator that revolutionized racing.
- item_DescShubin_Ballistic_Unmanned_Turret=[PH] Shubin Unmanned Turret
- item_DescShubin_TurretMissileRack=The Behring Marksman heat seeking missile utilizes an enemy's heat signature to obtain and maintain a lock on the target. This tried-and-true method of target acquisition has a few drawbacks: it is easily confused by flares and it may be difficult to establish lock on ships with low heat signatures. These issues aside, the Marksman is the go-to missile of choice for many independent operators and pilots. Rack of four (4).
- item_DescShubinTurretItem=Basic Class 2b turret mount
- item_DescSilencer=<-=MISSING=->
- item_DescSmallFish=Ribbon fish (Vario Vitas) have become a very popular first pet among children due to the minimal amount of care needed to keep them alive and the variety of their vibrant coloration.
- item_DescStimpack=CureLife's OneClick is a first-line treatment system capable of providing temporary relief against a variety of medical conditions.
- item_DescSTKA_AGH36_S3=Sterne Katzen AG known about protection. With their low emissions bubble shield the Hornisse-36, you'll keep attacks at bay while keeping your sig low.
- item_DescStorAll_Big_Box_Model_A=Manufacturer: Stor*All\nItem Type: Storage\n\nMade with the same rugged construction techniques as the smaller 5 ton model, the Stor*All model A Big Box cargo pod upgrade for the Aurora doubles the available cargo space. (Replaces default cargo option.)
- item_DescStorAll_Big_Box_Model_H=Manufacturer: Stor*All\nItem Type: Storage\n\nDesigned exclusively for the Hornet F7C, the Stor*All Big Box model H replaces the void left by the turret system of the military-spec craft with a respectable cargo hold. Transforming the flagship fighter of the UEEN into a durable hauling ship.
- item_DescStorAll_Mini=Manufacturer: Stor*All\nItem Type: Storage\n\nThe 5 ton Stor*All Mini cargo pod allows the enterprising Aurora pilot to begin his business in the commodities transportation sector. It has a double wall and pressurized construction that can withstand the rigors of space or the occasional laser blast.
- item_DescStripedFish=Known for its distinct blue and white banding, the Banded Fessle is indigenous to the warmer areas of the Anasazi Sea on Terra up to a depth of twelve meters. These carnivorous fish can grow to anywhere between forty and fifty centimeters and are known to eat small insects and fish.
- item_DescTALN_Retaliator_S5_Strike_TL_CS=[PH] Talon Stalker V Torpedo
- item_DescTalon_Dominator_Platform_x4=Manufacturer: Talon Weapon Systems\nBuilt to Talon's standard of rugged excellence, this Quad Rack fits to any compatible hardpoint to carry four missiles.
- item_DescTalon_Executioner_IR_Twin=Talon's Executioner missiles track and lock their target by use of highly sensitive optical cameras and image processing software. The Executioners deliver a combination of hull-breaching and high-explosive payload, making them effective weapons against smaller capital ships.
- item_DescTalon_Stalker_Platform_x4=Talon Stalker missiles track and lock their target by use of highly sensitive optical cameras and image processing software. Although they have an increased lock time over other missile types, they are much more difficult for targets to shake once lock is attained. Rack of four (4).
- item_DescTalon_Stalker_Quad=Manufacturer: Talon Weapon Systems\nBuilt to Talon’s standard of rugged excellence, this Quad Rack fits to any compatible hardpoint to carry four missiles.
- item_DescTalon_Stalker_Twin=Manufacturer: Talon Weapon Systems\nBuilt to Talon's standard of rugged excellence, this Double Rack fits to any compatible hardpoint to carry four missiles.
- item_Desctank125=<-=MISSING=->
- item_DescTankCannon=<-=MISSING=->
- item_DescTHCN_S1_RPOD_4x_S2=Item Type: Rocket Pod\nManufacturer: Thermyte Concern\nSize: 1\nRockets: 4xS2\n\nThermyte Concern's Liberator rocket pod carries four S2 rockets and can be attached to any size one hardpoint.
- item_DescTHCN_S2_RPOD_8x_S2=Item Type: Rocket Pod\nManufacturer: Thermyte Concern\nSize: 2\nRockets: 8xS2\n\nThermyte Concern's Liberator Prime rocket pod carries eight S2 rockets and can be attached to any size two hardpoint.
- item_DescTHCN_S3_RPOD_12x_S2=Item Type: Rocket Pod\nManufacturer: Thermyte Concern\nSize: 3\nRockets: 12xS2\n\nThermyte Concern's Liberator Ultra rocket pod carries twelve S2 rockets and can be attached to any size three hardpoint.
- item_DescTHRE_ANVL_F7A_Main=[PH] THRE F7A Main Thruster
- item_DescTHRM_ANVL_Flex_F7A=[PH] THRM F7A Flex Thruster
- item_DescTMBL_EMP_Device=[PH] TMBL Cyclone EMP Device
- item_DescTOAG_launcher_ballistic_01=Manufacturer: Torral Aggregate\nItem Type: Launcher \nClass: Missile\n\nMagazine Size: 1\nRate Of Fire: 6 rpm \nEffective Range: 2 km\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nA powerful and portable large caliber projectile launcher from Torral Aggregate, the Kahix features two fire modes, dumbfire and targeted, and can utilize a variety of special missiles. This versatile Xi'an weapon is a perfect battlefield equalizer for ground troops, effective in a multitude of engagement scenarios and capable of dealing massive damage to ships and vehicles.
- item_DescTorshuCrab=Considered to be quite a delicacy in many restaurants due to the tender meat, the Thorshu can be found in the colder climates of southern Terra. Also was the basis of Waka Grey, the sidekick from a 27th century children’s show.
- item_DescTRAS_LaserBeam_S4=Manufacturer: Trident Attack Systems\n\nPulsating energy powers the Arame from Trident Attack Systems. This size four weapon produces a laser beam that’s particularly effective from short to medium ranges.
- item_DescTRAS_LaserBeam_S5=Manufacturer: Trident Attack Systems\n\nTrident Attack Systems’ successful transition from hard ammo producer to energy weapon specialist continues with the Kombu. Its laser beam can deliver reliable, sustained damage, though users must use it strategically to not overheat the weapon.
- item_DescTRAS_LaserBeam_S6=Manufacturer: Trident Attack Systems\n\nTrident Attack Systems' size six energy weapon, the Wakame, can quickly overwhelm nearby adversaries before they have a chance to respond thanks to the targeted focus and sustained damage delivery of this laser beam.
- item_DescTrophyCase_12Ports=(PH) Trophy Case Description
- item_DescUEE_medium_m_outfit=(PH) Medium Marine Armor Description
- item_DescUMNT_ANVL_S5_Cap= Anvil Hornet Ghost Center Cap Description [PH]
- item_DescUMNT_ANVL_S5_Rotodome=Manufacturer: WillsOp\nItem Type: Radar\nSize: 5\n\nWhen the UEEN came to Anvil needing a ship to handle mobile C&C, Anvil turned to WillsOp, one of the most trusted names in scanning and deep-space radar. Together they developed the Long Look Radar (LLR) system as a way to upgrade the modern Hornets rather than developing an entirely new ship. Fully loaded with WillsOp’s suite of scan systems, the LLR now brings its raw analytical power to the civilian market, turning an already dependable vessel into a perfect scanning fighter.
- item_DescUMNT_MISC_S03_PL01=Item Type: Utility Mount Cap\nManufacturer: MISC\nSize: 4\n\nA utility mount cap used on the wings of the MISC Reliant.
- item_Descun_portable_light_1_a_cyan=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Cyan QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
- item_Descun_portable_light_1_a_green=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Green QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
- item_Descun_portable_light_1_a_orange=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Orange QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
- item_Descun_portable_light_1_a_pink=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Pink QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
- item_Descun_portable_light_1_a_red=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Red QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
- item_Descun_portable_light_1_a_yellow=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Yellow QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
- item_descUrsa_Paint_Emerald=Standard paint job for the RSI Ursa Rover Fortuna.
- item_DescUrsa_Paint_Red=[WIP] Red Rover [WIP]
- item_Descutfl_melee_01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
- item_Descutfl_melee_01_browngold01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
- item_Descutfl_melee_01_greywhite01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
- item_Descutfl_melee_01_redwhite01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
- item_DescVehicle_Debris=Debris
- item_DescVNCL_Blade_CML_Chaff=[PH] VNCL Blade - Chaff Launcher
- item_DescVNCL_Blade_CML_Flare=[PH] VNCL Blade - Flare Launcher
- item_DescVNCL_Blade_Fuel_Tank_S1=[PH] VNCL Blade Fuel Tank
- item_DescVNCL_Blade_LaserRepeater_S3=[PH] VNCL Laser Repeater S3
- item_DescVNCL_Blade_PlasmaCannon_S2=[PH] VNCL Plasma Repeater S2
- item_DescVNCL_Blade_Platform_x2=[PH] VNCL Dual Missile Platform
- item_DescVNCL_Blade_Radar=[PH] VNCL Blade Radar
- item_DescVNCL_Blade_S1_Strike_FAF_IR=[PH] VNCL Blade Strike Missile S1
- item_DescVNCL_Blade_S1_TR4=[PH] VNCL Blade Thruster
- item_DescVNCL_Blade_S2_TR4=[PH] VNCL Blade Thruster
- item_DescVNCL_Blade_Seat_Pilot=[PH] VNCL Blade Pilot Seat
- item_DescVNCL_Blade_Shield=[PH] VNCL Blade Shield Generator
- item_DescVNCL_Blade_TR1_Joint=[PH] VNCL Blade Joint Thruster
- item_DescVNCL_Blade_TR2_Retro=[PH] VNCL Blade Retro Thruster
- item_DescVNCL_Cleaver_Engine=[PH] VNCL Cleaver Engine
- item_DescVNCL_Cleaver_Omni=[PH] VNCL Cleaver Omni Thruster
- item_DescVNCL_Cleaver_Retro=[PH] VNCL Cleaver Retro Thruster
- item_DescVNCL_CML_Chaff=[PH] VNCL Chaff Launcher
- item_DescVNCL_CML_Flare=[PH] VNCL Flare Launcher
- item_DescVNCL_Cockpit_Audio=[PH] VNCL Cockpit Audio
- item_DescVNCL_DF_MOUSE=[PH] Vanduul DF
- item_DescVNCL_Fuel_Tank_S1=VNCL Fuel Tank
- item_DescVNCL_Fuel_Tank_Stinger_S1=[PH] VNCL Stinger Fuel Tank
- item_DescVNCL_Fuel_Tank_Void=[PH] VNCL Void Fuel Tank
- item_DescVNCL_Glaive_Aux_Fixed=[PH] Fixed Mav Thruster
- item_DescVNCL_Glaive_Aux_Joint=[PH] Joint Mav Thruster
- item_DescVNCL_Glaive_LandingSystem=[PH] VNCL Glaive Landing System
- item_Descvncl_glaive_lights_body=@General Body light
- item_Descvncl_glaive_lights_cockpit_int=@General Cockpit light
- item_Descvncl_glaive_lights_engine=@General Engine light
- item_Descvncl_glaive_lights_port_wing=@Port Wing Light
- item_Descvncl_glaive_lights_starboard_wing=@Starboard Wing Light
- item_DescVNCL_Glaive_Main_Fixed=[PH] Main Thruster
- item_DescVNCL_Glaive_MultiLight=[PH] VNCL Glaive External Lights
- item_DescVNCL_Glaive_Retro_Fixed_Left=[PH] Retro Thruster
- item_DescVNCL_Glaive_Retro_Fixed_Right=[PH] Retro Thruster
- item_DescVNCL_Glaive_Shield=[PH] VNCL Glaive Shield
- item_DescVNCL_HS_MARK=[PH] Vanduul IR Missile
- item_DescVNCL_LaserCannon_S1=Imperial Designation 'WEAK' Laser Autocannon
- item_Descvncl_lights_body=@General Body light
- item_Descvncl_lights_cockpit_int=@General Cockpit light
- item_Descvncl_lights_engine=@General Engine light
- item_Descvncl_lights_port_wing=@Port Wing Light
- item_Descvncl_lights_starboard_wing=@Starboard Wing Light
- item_DescVNCL_Mark_Platform_x3=[PH] VNCL Scythe Missile Platform x3
- item_DescVNCL_Mark_Platform_x4=[PH] VNCL Scythe Missile Platform x4
- item_DescVNCL_MissileRack_Blade=Ramming Blade
- item_DescVNCL_NC_S5_Q1=<-=MISSING=->
- item_DescVNCL_NeutronCannon_S5=Imperial Designation 'WAR' Neutron Autocannon
- item_DescVNCL_PC_Scythe_Right=Imperial Designation 'WAR' Plasma Cannon
- item_DescVNCL_PlasmaCannon=<-=MISSING=->
- item_DescVNCL_PlasmaCannon_S5=Imperial Designation 'WRATH' Plasma Autocannon
- item_DescVNCL_PlasmaCannon_Stinger_S5=[PH] VNCL S5 Plasma Autocannon
- item_DescVNCL_Scythe_ADS=<-=MISSING=->
- item_DescVNCL_SCYTHE_CML_Chaff=[PH] VNCL Scythe - Chaff Launcher
- item_DescVNCL_SCYTHE_CML_Flare=[PH] VNCL Scythe - Flare Launcher
- item_DescVNCL_Scythe_CPU=<-=MISSING=->
- item_DescVNCL_Scythe_Fuel_Tanks=<-=MISSING=->
- item_DescVNCL_Scythe_LandingSystem=[PH] VNCL Scythe Landing System
- item_DescVNCL_Scythe_MB=<-=MISSING=->
- item_DescVNCL_Scythe_MissilePlatform_x3_Left=<-=MISSING=->
- item_DescVNCL_Scythe_MissilePlatform_x4=<-=MISSING=->
- item_DescVNCL_Scythe_MultiLight=[PH] VNCL Scythe External Lights
- item_DescVNCL_Scythe_Radar=<-=MISSING=->
- item_DescVNCL_Scythe_Seat_Pilot=[PH] VNCL Scythe Pilot Seat
- item_DescVNCL_Scythe_Shield=<-=MISSING=->
- item_DescVNCL_Scythe_TC=<-=MISSING=->
- item_DescVNCL_Scythe_WCS=<-=MISSING=->
- item_DescVNCL_Spark_Shield_S3=[PH] VNCL Spark Shield
- item_DescVNCL_Spark_Shield_S3_Survival=[PH] VNCL Spark Shield
- item_DescVNCL_Stinger_CML_Chaff=[PH] VNCL Stinger - Chaff Launcher
- item_DescVNCL_Stinger_CML_Flare=[PH] VNCL Stinger - Flare Launcher
- item_DescVNCL_Stinger_NC_S5=[PH] VNCL Stinger Neutron Cannon S5
- item_DescVNCL_Stinger_Platform_x12=[PH] VNCL Stinger Missile Rack x12
- item_DescVNCL_Stinger_S1_HS=[PH] VNCL Stinger S1 Missile
- item_DescVNCL_Stinger_Seat_Pilot=[PH] VNCL Stinger Pilot Seat
- item_DescVNCL_Stinger_Shield_S3=[PH] VNCL Stinger Shield Generator
- item_DescVNCL_Stinger_TR1_Joint=[PH] VNCL Stinger Joint Thruster
- item_DescVNCL_Stinger_TR2_Retro=[PH] VNCL Stinger Retro Thruster
- item_DescVNCL_TachyonCannon_Kingship=Manufacturer: Vanduul\nItem Type: Tachyon Cannon
- item_DescVNCL_Throw_S3_TR4=[PH] VNCL Throw Thruster
- item_DescVNCL_Trap_TR1_Fixed=[PH] VNCL Trap Fixed Thruster
- item_DescVNCL_Trunk_TR2_Retro=[PH] VNCL Trunk Retro Thruster
- item_DescVNCL_Twist_TR1_Joint=[PH] VNCL Twist Joint Thruster
- item_DescVNCL_Void_Engine=[PH] VNCL Void Engine
- item_DescVNCL_Void_Joint=[PH] VNCL Void Joint Thruster
- item_DescVNCL_Void_Retro=[PH] VNCL Void Retro Thruster
- item_DescVNCL_Void_Seat_Pilot=[PH] VNCL Void Pilot Seat
- item_DescVNCL_Void_Shield=[PH] VNCL Void Shield
- item_DescVNCL_VS_Spark_Shield_S3=[PH] VNCL Spark Shield Generator
- item_DescWeapon_Mount_Class1_Placeholder_a=Basic Class 1a fixed mount
- item_DescWillsOp_TC=[PH] WillsOp Targeting Computer
- item_DescXFRG_E_655_Engine_S6_Q1=[PH] XFRG E 655 Main Thruster
- item_DescXFRG_E_655_Engine_S7_Q1=[PH] XFRG E 655 Main Thruster
- item_DescXFRG_FP_RMI_S2_Q1=The X-Forge P/S2-80 is a small thruster that mainly finds use on Aurora class starships. Boasting good thrust output and fuel efficiency, the P/S2-80 is an excellent choice for those with a bit of wanderlust.
- item_DescXFRG_Intakes_Aurora=[PH] XFRG Aurora Fuel Intakes
- item_DescXFRG_Vanguard_D_S4_320_Aux=[PH] XFRG Vanguard D 320 Auxiliary Thruster
- item_DescXFRG_Vanguard_D_S4_320_Main=[PH] XFRG Vanguard D 320 Main Thruster
- item_DescXIAN_Cockpit_Audio=[PH] XIAN Cockpit Audio
- item_DescXIAN_LaserCannon_S3=[PH] XIAN Laser Autocannon S3
- item_DescXIAN_Scout_CML_Chaff=[PH] XIAN Scout - Chaff Launcher
- item_DescXIAN_Scout_CML_Flare=[PH] XIAN Scout - Flare Launcher
- item_DescXIAN_Scout_LandingSystem=[PH] XIAN Scout Landing System
- item_DescXIAN_Scout_Maneuvering=[PH] XIAN Scout Thruster
- item_DescXIAN_Scout_MultiLight=[PH] XIAN Scout External Lights
- item_DescXIAN_Scout_Retro=[PH] XIAN Scout Retro Thruster
- item_DescXIAN_Scout_Seat_Pilot=[PH] XIAN Scout Pilot Seat
- item_Descxian_special_launcher_01=Manufacturer: Torral Aggregate\nItem Type: Launcher\nClass: Missile\n\nMagazine Size: 3 round of 10 small rockets\nRate Of Fire: 10 rpm\nEffective Range: 200 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nDesigned by the Xi'an manufacturing collective, Torral Aggregate, the I'rhal requires a skilled operator to unleash the full destructive potential of this weapon's high-powered energy missile barrage.
- item_DescYORM_S2_F4_RC=[PH] YORM Dual Protector
- item_DescYORM_S3_F4_RC=[PH] YORM Dual Protector
- item_DescZoom=<-=MISSING=->
- item_displayType_AmmoBox=Ammo Box
- item_displayType_AreaWeapon=Area Weapon
- item_displayType_ArmorArms=Armor: Arms
- item_displayType_ArmorCore=Armor: Core
- item_displayType_ArmorHands=Armor: Hands
- item_displayType_ArmorLegs=Armor: Legs
- item_displayType_Beam=Beam
- item_displayType_Boots=Boots
- item_displayType_Cannon=Cannon
- item_displayType_Cooler=Cooler
- item_displayType_Countermeasure=Countermeasure
- item_displayType_Device=Device
- item_displayType_Gatling=Gatling
- item_displayType_Gloves=Gloves
- item_displayType_Grenade=Grenade
- item_displayType_Hat=Hat
- item_displayType_Headwear=Headwear
- item_displayType_HeavyCoat=Heavy Coat
- item_displayType_Helmet=Helmet
- item_displayType_Jacket=Jacket
- item_displayType_Magazine=Magazine
- item_displayType_MeleeWeapon=Melee Weapon
- item_displayType_Missile=Ordnance
- item_displayType_MissileRack=Missile Rack
- item_displayType_MountFixed=Mount (Fixed)
- item_displayType_MountFluid=Mount (Fluid)
- item_displayType_Neutron=Neutron
- item_displayType_Pants=Pants
- item_displayType_PersonalFlare=Personal Flare
- item_displayType_Pistol=Pistol
- item_displayType_PowerPlant=Power Plant
- item_displayType_QuantumDrive=Quantum Drive
- item_displayType_Repeater=Repeater
- item_displayType_Rifle=Rifle
- item_displayType_Rocket=Rocket
- item_displayType_ScatterGun=Scattergun
- item_displayType_ShieldGenerator=Shield Generator
- item_displayType_Shirt=Shirt
- item_displayType_Shoes=Shoes
- item_displayType_Shotgun=Shotgun
- item_displayType_Shouldered=Shouldered
- item_displayType_SMG=SMG
- item_displayType_Sniper=Sniper
- item_displayType_Special=Special
- item_displayType_Undersuit=Undersuit
- item_Fabric_TBD=TBD\n(Added to fix loc validation.)
- item_Fashion_Style_DressShoes=Dress Shoes
- item_Fashion_Style_Gloves=Gloves
- item_Fashion_Style_Hat=Hat
- item_Fashion_Style_Jacket=Jacket
- item_Fashion_Style_LongSleeve=Long Sleeve
- item_Fashion_Style_Pants=Pants
- item_Fashion_Style_ShortSleeve=Short Sleeve
- item_Fashion_Style_Slacks=Slacks
- item_Fashion_Style_Vest=Vest
- item_Fashion_Type_ARM=Armor
- item_Fashion_Type_CWR=Combat Wear
- item_Fashion_Type_EBC=Earth Blue Collar
- item_Fashion_Type_ECC=Earth Counter Culture
- item_Fashion_Type_EFC=Earth Fashion Casual
- item_Fashion_Type_EFP=Earth Fashion Party
- item_Fashion_Type_EWC=Earth White Collar
- item_Fashion_Type_FCC=Frontier Counter Culture
- item_Fashion_Type_FFC=Frontier Fashion Casual
- item_Fashion_Type_SWR=Space Wear
- item_Fashion_Type_TBC=Terra Blue Collar
- item_Fashion_Type_TCC=Terra Counter Culture
- item_Fashion_Type_TFC=Terra Fashion Casual
- item_Fashion_Type_TFP=Terra Fashion Party
- item_Fashion_Type_TWC=Terra White Collar
- item_Fashion_Type_UNI=Uniform
- item_flair_335=
- item_Mining_Consumable_ChargePulse=Torpid Mining Consumable
- item_Mining_Consumable_ChargePulse_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Consumable\n\nCharge Rate: -20%\nHeat Generation: -20%\nSignature Size: -30%\nDuration: 20 seconds\n\nWhen the Torpid consumable interacts with a mining laser, it allows the operator more precise power adjustments for 20 seconds to help stay within a deposit's sweet spot.
- item_Mining_Consumable_ExplosiveCharge=Surge Mining Consumable
- item_Mining_Consumable_ExplosiveCharge_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Consumable\n\nCharge Window Level: +30%\nDuration: Instant\n\nInstantly inject energy into a deposit with the Surge. This single use consumable combines with a mining laser to deliver a burst of power that immediately fills part of the current charge window.
- item_Mining_Consumable_FractureCharge=Stampede Mining Consumable
- item_Mining_Consumable_FractureCharge_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Consumable\n\nCharge Rate: +25%\nDuration: Instant\n\nIncrease your overall mining speed by activating the Stampede, which produces a pulse that immediately enhances a mining laser's charge rate by 25%.
- item_Mining_Consumable_FuseDeposit=Lifeline Mining Consumable
- item_Mining_Consumable_FuseDeposit_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Consumable\n\nShatter Damage: -50%\nHeat Generation: +20%\nSignature Size: +10%\nDuration: 10 seconds\n\nAvoid a disaster with the Lifeline. Save yourself and your ship by using this consumable to significantly reduce damage caused by a shattering deposit.
- item_Mining_Consumable_HeatVentModule=Rime Mining Consumable
- item_Mining_Consumable_HeatVentModule_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Consumable\n\nCharge Window Level: -50%\nHeat Generation: - 30%\nSignature Size: +30%\nDuration: Instant\n\nReduce the chance of a catastrophic explosion by using the Rime mining consumable to dissipate heat and improve a deposit's stability.
- item_Mining_Consumable_LaserFocuser=Brandt Mining Consumable
- item_Mining_Consumable_LaserFocuser_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Consumable\n\nResistance: -10%\nCharge Window Rate: +15%\nHeat Generation: +10%\nSignature Size: +20%\nDuration: 30 seconds\n\nStrategically use this consumable to crack difficult rocks. The Brandt provides 30 seconds of additional power to increase a mining laser's charge rate while also reducing a deposit's resistance.
- item_Mining_Consumable_LaserOscillator=Optimum Mining Consumable
- item_Mining_Consumable_LaserOscillator_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Consumable\n\nOptimal Charge Window Size: +30%\nHeat Generation: +10%\nSignature Size: +20%\nDuration: 15 seconds\n\nThe Optimum makes mining safer by increasing the optimal charge window for 15 seconds. This allows the laser to pump a deposit with more power before it crosses into the catastrophic danger pool.
- item_Mining_Consumable_TremorPulse=Forel Mining Consumable
- item_Mining_Consumable_TremorPulse_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Consumable\n\nResistance: -30%\nInstability Dampening: -20%\nHeat Generation: +15%\nSignature Size: +20%\nDuration: 20 seconds\n\nShubin developed the Forel consumable to temporarily distort a mining laser to produce a unique tremor. The resulting beam reduces a rock's resistance, but also makes it less stable and more dangerous to mine.
- item_Mining_MiningLaser_Greycat_1_S1=Lancet MH1 Mining Laser
- item_Mining_MiningLaser_Greycat_1_S1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 30m\nMaximum Range: 150m\n\nInstability Dampening: +30%\nResistance: -50%\nExtraction Throughput: 0.45 SCU/s\nPower Transfer: 1200\nAll Charge Rates: -30%\nConsumable Slots: 3\n\nGreycat classifies the Lancet MH1 as a support laser best utilized when mining with others. Generating a weaker than average beam, the Lancet MH1 safely heats deposits to reduce their resistance and instability but struggles to shatter them on its own. For mining crews, it's an ideal support laser to use alongside other lasers.
- item_Mining_MiningLaser_Greycat_1_S2=Lancet MH2 Mining Laser
- item_Mining_MiningLaser_Greycat_1_S2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60m\nMaximum Range: 300m\n\nInstability Dampening: +30%\nResistance: -50%\nExtraction Throughput: 0.45 SCU/s\nPower Transfer: 1200\nAll Charge Rates: -30%\nConsumable Slots: 3\n\nGreycat classifies the Lancet MH2 as a support laser best utilized when mining with others. Generating a weaker than average beam, the Lancet MH2 safely heats deposits to reduce their resistance and instability but struggles to shatter them on its own. For mining crews, it's an ideal support laser to use alongside other lasers.
- item_Mining_MiningLaser_Greycat_Default_S1=Arbor MH1 Mining Laser
- item_Mining_MiningLaser_Greycat_Default_S1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 30m\nMaximum Range: 150m\nExtraction Throughput: 0.35 SCU/s\nPower Transfer: 1400\n\nThe Arbor MH1 became the universe's most heralded mining laser thanks to Greycat Industrial's exacting standards and business prowess. The laser's solid, reliable design found favor among industrial and solo operations for effectively balancing speed and safety. Greycat capitalized on this reputation by securing exclusive contracts that made the Arbor MH1 the standard laser head on most mining ships.
- item_Mining_MiningLaser_Greycat_Default_S2=Arbor MH2 Mining Laser
- item_Mining_MiningLaser_Greycat_Default_S2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60m\nMaximum Range: 300m\nExtraction Throughput: 0.35 SCU/s\nPower Transfer: 1400\n\nThe Arbor MH2 is the size two version of Greycat's heralded Arbor mining laser series. Like the smaller variant, the Arbor MH2's solid, reliable design found favor among industrial and solo operations for effectively balancing speed and safety.
- item_Mining_MiningLaser_Shubin_1_S1=Hofstede-S1 Mining Laser
- item_Mining_MiningLaser_Shubin_1_S1_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 15m\nMaximum Range: 75m\n\nPower Transfer: 2000\nInstability Dampening: +50%\nExtraction Throughput: 0.35 SCU/s\nConsumable Slots: 0\n\nBuilt with safety in mind, the Hofstede-S1 sacrifices range and focuses on dampening a deposit's instability to make it safer to mine. Miners looking to decrease the chance of a catastrophic explosion should turn to this reliable and affordable mining laser from Shubin.
- item_Mining_MiningLaser_Shubin_1_S2=Hofstede-S2 Mining Laser
- item_Mining_MiningLaser_Shubin_1_S2_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 45m\nMaximum Range: 225m\n\nPower Transfer: 2000\nInstability Dampening: +50%\nExtraction Throughput: 0.35 SCU/s\nConsumable Slots: 0\n\nBuilt with safety in mind, the Hofstede-S2 sacrifices range and focuses on dampening a deposit's instability to make it safer to mine. Miners looking to decrease the chance of a catastrophic explosion should turn to this reliable and affordable size two mining laser from Shubin.
- item_Mining_MiningLaser_Shubin_2_S1=Klein-S1 Mining Laser
- item_Mining_MiningLaser_Shubin_2_S1_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 30m\nMaximum Range: 150m\n\nPower Transfer: 2500\nResistance: -10%\nInstability Dampening: -50%\nExtraction Throughput: 0.35 SCU/s\nConsumable Slots: 0\n\nShubin designed the Klein-S1 to generate a powerful laser that makes mining faster. This increased speed incurs additional risk by boosting a deposit's instability and chance of exploding, but if used correctly, the Klein-S1 can quickly reap rewards for the careful miner.
- item_Mining_MiningLaser_Shubin_2_S2=Klein-S2 Mining Laser
- item_Mining_MiningLaser_Shubin_2_S2_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60m\nMaximum Range: 300m\n\nPower Transfer: 2500\nResistance: -10%\nInstability Dampening: -50%\nExtraction Throughput: 0.35 SCU/s\nConsumable Slots: 0\n\nShubin designed the Klein-S2 to generate a powerful laser that makes mining faster. This increased speed incurs additional risk by boosting a deposit's instability and chance of exploding, but if used correctly, this size two mining laser can quickly reap rewards for the careful miner.
- item_Mining_MiningLaser_Thermyte_1_S1=Impact I Mining Laser
- item_Mining_MiningLaser_Thermyte_1_S1_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 30\nMaximum Range: 150m\n\nPower Transfer: 3000\nOptimal Charge Rate: +20%\nExtraction Rate: 0.45 SCU/s\nInstability Dampening: -20%\nShatter Damage: +50%\nCatastrophic Charge Rate: +100%\nConsumable Slots: 1\n\nMine difficult deposits easier and faster with the Impact I. Thermyte Concern created special focus lenses to increase the laser's power and provide the precision required for a larger optimal charge window. This powerful mining laser does require careful management, as deposits will overheat quicker and explode with more force.
- item_Mining_MiningLaser_Thermyte_1_S2=Impact II Mining Laser
- item_Mining_MiningLaser_Thermyte_1_S2_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60\nMaximum Range: 300m\n\nPower Transfer: 3000\nOptimal Charge Rate: +20%\nExtraction Rate: 0.45 SCU/s\nInstability Dampening: -20%\nShatter Damage: +50%\nCatastrophic Charge Rate: +100%\nConsumable Slots: 1\n\nMine difficult deposits easier and faster with the Impact II. Thermyte Concern created special focus lenses to increase the laser's power and provide the precision required for a larger optimal charge window. This powerful size two mining laser does require careful management, as deposits will overheat quicker and explode with more force.
- item_Mining_MiningLaser_Thermyte_2_S1=Helix I Mining Laser
- item_Mining_MiningLaser_Thermyte_2_S1_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 37.5m\nMaximum Range: 187.5m\n\nPower Transfer: 3000\nInstability Dampening: +50%\nResistance: -20%\nAll Charge Rates: +30%\nExtraction Throughput: 0.50 SCU/s\nOptimal Charge Window Size: +30%\nThrottle Responsiveness Delay: -50%\nShatter Damage: +150%\nConsumable Slots: 3\n\nThermyte Concern engineered the Helix I to be a mining laser with impressive power and increased range to make it ideal when dealing with difficult deposits. Yet, all this power can be dangerous, as it also slows the throttle's responsiveness and increases the intensity of explosions. To some, the effective use of the Helix I has become a sign of a true mining professional.
- item_Mining_MiningLaser_Thermyte_2_S2=Helix II Mining Laser
- item_Mining_MiningLaser_Thermyte_2_S2_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 75m\nMaximum Range: 375m\n\nPower Transfer: 3000\nInstability Dampening: +50%\nResistance: -20%\nAll Charge Rates: +30%\nExtraction Throughput: 0.50 SCU/s\nOptimal Charge Window Size: +30%\n\nThrottle Responsiveness Delay: -50%\nShatter Damage: +150%\n\nConsumable Slots: 3\n\nThermyte Concern engineered the Helix II to be a mining laser with impressive power and increased range to make it ideal when dealing with difficult deposits. Yet, all this power can be dangerous, as it also slows the throttle's responsiveness and increases the intensity of explosions. To some, the effective use of this size two laser has become a sign of a true mining professional.
- item_Name=
- item_Name_987_Jacket_01_01_01=Legion
- item_Name_987_Jacket_02_01_01=Horde
- item_Name_adv_agent_core=TrueDef-Pro Core
- item_Name_adv_agent_helmet_01=Argus Helmet
- item_Name_adv_agent_undersuit=Guardian Undersuit
- item_Name_ALB_Bandana_01_01_01=Bandana
- item_Name_alb_bandana_02_01_01=Oracle Helmet Base
- item_Name_alb_hat_01_01_01=Ketchum
- item_Name_alb_hat_01_01_02=Ketchum Red
- item_Name_alb_hat_01_01_03=Ketchum Orange
- item_Name_alb_hat_01_01_04=Ketchum Yellow
- item_Name_alb_hat_01_01_05=Ketchum Green
- item_Name_alb_hat_01_01_06=Ketchum Seagreen
- item_Name_alb_hat_01_01_07=Ketchum Blue
- item_Name_alb_hat_01_01_08=Ketchum Purple
- item_Name_alb_hat_01_01_09=Ketchum Violet
- item_Name_alb_hat_01_01_10=Ketchum White
- item_Name_alb_hat_01_01_11=Ketchum Grey
- item_Name_alb_hat_01_01_12=Ketchum Black
- item_Name_alb_hat_01_01_13=Ketchum Dark Red
- item_Name_alb_hat_01_01_14=Ketchum Sienna
- item_Name_alb_hat_01_01_15=Ketchum Tan
- item_Name_alb_hat_01_01_16=Ketchum Dark Green
- item_Name_alb_hat_01_01_17=Ketchum Aqua
- item_Name_alb_hat_01_01_18=Ketchum Twilight
- item_Name_alb_hat_01_01_19=Ketchum Imperial
- item_Name_alb_hat_01_01_20=Ketchum Olive
- item_Name_ALB_Jacket_01_01_01=Tuvic Outerwear Mil-Green
- item_Name_ALB_Jacket_01_01_11=Tuvic Outerwear Ash
- item_Name_ALB_Jacket_01_01_12=Tuvic Outerwear Tactical
- item_Name_ALB_Jacket_01_01_13=Tuvic Outerwear Crimson
- item_Name_ALB_Jacket_01_01_15=Tuvic Outerwear Arctic
- item_Name_ALB_Jacket_01_Ruso=Tuvic Outerwear Rust Society
- item_Name_alb_Jacket_02_01_01=Softshell
- item_Name_alb_shirt_01_01_01=Harlowe
- item_Name_alb_shirt_01_01_02=Harlowe Red
- item_Name_alb_shirt_01_01_03=Harlowe Orange
- item_Name_alb_shirt_01_01_04=Harlowe Yellow
- item_Name_alb_shirt_01_01_05=Harlowe Green
- item_Name_alb_shirt_01_01_06=Harlowe Seagreen
- item_Name_alb_shirt_01_01_07=Harlowe Blue
- item_Name_alb_shirt_01_01_08=Harlowe Purple
- item_Name_alb_shirt_01_01_09=Harlowe Violet
- item_Name_alb_shirt_01_01_10=Harlowe White
- item_Name_alb_shirt_01_01_11=Harlowe Grey
- item_Name_alb_shirt_01_01_12=Harlowe Black
- item_Name_alb_shirt_01_01_13=Harlowe Dark Red
- item_Name_alb_shirt_01_01_14=Harlowe Sienna
- item_Name_alb_shirt_01_01_15=Harlowe Tan
- item_Name_alb_shirt_01_01_16=Harlowe Dark Green
- item_Name_alb_shirt_01_01_17=Harlowe Aqua
- item_Name_alb_shirt_01_01_18=Harlowe Twilight
- item_Name_alb_shirt_01_01_19=Harlowe Imperial
- item_Name_alb_shirt_01_01_20=Harlowe Olive
- item_Name_alb_shirt_02_01_01=Cliffback
- item_Name_alb_shirt_02_01_02=Cliffback Red
- item_Name_alb_shirt_02_01_03=Cliffback Orange
- item_Name_alb_shirt_02_01_04=Cliffback Yellow
- item_Name_alb_shirt_02_01_05=Cliffback Green
- item_Name_alb_shirt_02_01_06=Cliffback Seagreen
- item_Name_alb_shirt_02_01_07=Cliffback Blue
- item_Name_alb_shirt_02_01_08=Cliffback Purple
- item_Name_alb_shirt_02_01_09=Cliffback Violet
- item_Name_alb_shirt_02_01_10=Cliffback White
- item_Name_alb_shirt_02_01_11=Cliffback Grey
- item_Name_alb_shirt_02_01_12=Cliffback Black
- item_Name_alb_shirt_02_01_13=Cliffback Dark Red
- item_Name_alb_shirt_02_01_14=Cliffback Sienna
- item_Name_alb_shirt_02_01_15=Cliffback Tan
- item_Name_alb_shirt_02_01_16=Cliffback Dark Green
- item_Name_alb_shirt_02_01_17=Cliffback Aqua
- item_Name_alb_shirt_02_01_18=Cliffback Twilight
- item_Name_alb_shirt_02_01_19=Cliffback Imperial
- item_Name_alb_shirt_02_01_20=Cliffback Desert
- item_Name_CBD_Hat_01_01_01=MC-DFA
- item_Name_CBD_Hat_01_01_02=MC-Gray
- item_Name_CBD_Hat_01_01_03=MC-Black
- item_Name_CBD_Hat_01_01_04=MC-Green
- item_Name_CBD_Hat_01_02_01=MC-FOD
- item_Name_CBD_Hat_02_01_01=MC-Pinhead
- item_Name_cbd_hat_02_01_centurion=MC-Pinhead "Voyager"
- item_Name_cbd_hat_03_01_01=[PH] Name - CBD hat
- item_Name_cbd_hat_03_aegis_dec=Aegis Dynamics Hat
- item_Name_cbd_hat_03_anvil_dec=Anvil Aerospace Hat
- item_Name_cbd_hat_03_argo_dec=Argo Astronautics Hat
- item_Name_cbd_hat_03_consolidated_dec=Consolidated Outland Hat
- item_Name_cbd_hat_03_crusader_dec=Crusader Industries Hat
- item_Name_cbd_hat_03_drake_dec=Drake Interplanetary Hat
- item_Name_cbd_hat_03_expo_dec=2949 Intergalactic Aerospace Expo Hat
- item_Name_cbd_hat_03_misc_dec=MISC Hat
- item_Name_cbd_hat_03_origin_dec=Origin Jumpworks Hat
- item_Name_cbd_hat_03_rsi_dec=RSI Hat
- item_Name_CBD_Jacket_01_01_01=Daredevil
- item_Name_CBD_Jacket_01_01_02=Nightdevil
- item_Name_CBD_Pants_01_01_01=Skellig Dark
- item_Name_CBD_Pants_01_01_11=Skellig Silver
- item_Name_CBD_Pants_01_01_16=Skellig Rot
- item_Name_CBD_Pants_01_01_17=Skellig Blueband
- item_Name_CBD_Pants_01_01_20=Skellig Dirt
- item_Name_CBD_Shirt_01_01_01=Liar
- item_Name_CBD_Shirt_01_02_01=Loudmouth
- item_Name_CBD_Shirt_01_03_01=UEEx
- item_Name_CBD_Shirt_01_04_01=Curser
- item_Name_CBD_Shirt_02_01_01=Thrasher
- item_Name_CBD_Shirt_02_02_01=Basher
- item_Name_CBD_Shirt_02_03_01=Slacker
- item_Name_CBD_Shirt_02_04_01=Face Melter
- item_Name_CBD_trenchcoat_01=Duotone Duster
- item_Name_CBD_trenchcoat_01_01_02=Classic Duster
- item_Name_cds_armor_medium_arms_01_01_10=ORC-mkX Arms Arctic
- item_Name_cds_armor_medium_arms_01_01_15=ORC-mkX Arms Desert
- item_Name_cds_armor_medium_arms_01_01_18=ORC-mkX Arms Twilight
- item_Name_cds_armor_medium_arms_01_01_20=ORC-mkX Arms Autumn
- item_Name_cds_armor_medium_core_01_01_01=ORC-mkX Core Woodland
- item_Name_cds_armor_medium_core_01_01_10=ORC-mkX Core Arctic
- item_Name_cds_armor_medium_core_01_01_15=ORC-mkX Core Desert
- item_Name_cds_armor_medium_core_01_01_18=ORC-mkX Core Twilight
- item_Name_cds_armor_medium_core_01_01_20=ORC-mkX Core Autumn
- item_Name_cds_armor_medium_helmet_01_01_10=ORC-mkX Helmet Arctic
- item_Name_cds_armor_medium_helmet_01_01_15=ORC-mkX Helmet Desert
- item_Name_cds_armor_medium_helmet_01_01_18=ORC-mkX Helmet Twilight
- item_Name_cds_armor_medium_helmet_01_01_20=ORC-mkX Helmet Autumn
- item_Name_cds_armor_medium_legs_01_01_10=ORC-mkX Legs Arctic
- item_Name_cds_armor_medium_legs_01_01_15=ORC-mkX Legs Desert
- item_Name_cds_armor_medium_legs_01_01_18=ORC-mkX Legs Twilight
- item_Name_cds_armor_medium_legs_01_01_20=ORC-mkX Legs Autumn
- item_Name_cds_heavy_armor_01_arms=ADP-mk4 Arms Woodland
- item_Name_cds_heavy_armor_01_arms_concierge=ADP-mk4 Arms Exec
- item_Name_cds_heavy_armor_01_core=ADP-mk4 Core Woodland
- item_Name_cds_heavy_armor_01_core_concierge=ADP-mk4 Core Exec
- item_Name_cds_heavy_armor_01_legs=ADP-mk4 Legs Woodland
- item_Name_cds_heavy_armor_01_legs_concierge=ADP-mk4 Legs Exec
- item_Name_cds_heavy_armor_helmet_01=ADP-mk4 Helmet Woodland
- item_Name_cds_heavy_armor_helmet_01_concierge=ADP-mk4 Helmet Exec
- item_Name_cds_legacy_armor_heavy_arms_01_01_01=ADP Arms Woodland
- item_Name_cds_legacy_armor_heavy_arms_01_01_02=ADP Arms Red
- item_Name_cds_legacy_armor_heavy_arms_01_01_03=ADP Arms Orange
- item_Name_cds_legacy_armor_heavy_arms_01_01_04=ADP Arms Yellow
- item_Name_cds_legacy_armor_heavy_arms_01_01_05=ADP Arms Green
- item_Name_cds_legacy_armor_heavy_arms_01_01_06=ADP Arms Seagreen
- item_Name_cds_legacy_armor_heavy_arms_01_01_07=ADP Arms Blue
- item_Name_cds_legacy_armor_heavy_arms_01_01_08=ADP Arms Purple
- item_Name_cds_legacy_armor_heavy_arms_01_01_09=ADP Arms Violet
- item_Name_cds_legacy_armor_heavy_arms_01_01_10=ADP Arms White
- item_Name_cds_legacy_armor_heavy_arms_01_01_11=ADP Arms Grey
- item_Name_cds_legacy_armor_heavy_arms_01_01_12=ADP Arms Black
- item_Name_cds_legacy_armor_heavy_arms_01_01_13=ADP Arms Dark Red
- item_Name_cds_legacy_armor_heavy_arms_01_01_14=ADP Arms Sienna
- item_Name_cds_legacy_armor_heavy_arms_01_01_15=ADP Arms Tan
- item_Name_cds_legacy_armor_heavy_arms_01_01_16=ADP Arms Dark Green
- item_Name_cds_legacy_armor_heavy_arms_01_01_17=ADP Arms Aqua
- item_Name_cds_legacy_armor_heavy_arms_01_01_18=ADP Arms Twilight
- item_Name_cds_legacy_armor_heavy_arms_01_01_19=ADP Arms Imperial
- item_Name_cds_legacy_armor_heavy_arms_01_01_20=ADP Arms Olive
- item_Name_cds_legacy_armor_heavy_core_01_01_02=ADP Core Red
- item_Name_cds_legacy_armor_heavy_core_01_01_03=ADP Core Orange
- item_Name_cds_legacy_armor_heavy_core_01_01_04=ADP Core Yellow
- item_Name_cds_legacy_armor_heavy_core_01_01_05=ADP Core Green
- item_Name_cds_legacy_armor_heavy_core_01_01_06=ADP Core Seagreen
- item_Name_cds_legacy_armor_heavy_core_01_01_07=ADP Core Blue
- item_Name_cds_legacy_armor_heavy_core_01_01_08=ADP Core Purple
- item_Name_cds_legacy_armor_heavy_core_01_01_09=ADP Core Violet
- item_Name_cds_legacy_armor_heavy_core_01_01_10=ADP Core White
- item_Name_cds_legacy_armor_heavy_core_01_01_11=ADP Core Grey
- item_Name_cds_legacy_armor_heavy_core_01_01_12=ADP Core Black
- item_Name_cds_legacy_armor_heavy_core_01_01_13=ADP Core Dark Red
- item_Name_cds_legacy_armor_heavy_core_01_01_14=ADP Core Sienna
- item_Name_cds_legacy_armor_heavy_core_01_01_15=ADP Core Tan
- item_Name_cds_legacy_armor_heavy_core_01_01_16=ADP Core Dark Green
- item_Name_cds_legacy_armor_heavy_core_01_01_17=ADP Core Aqua
- item_Name_cds_legacy_armor_heavy_core_01_01_18=ADP Core Twilight
- item_Name_cds_legacy_armor_heavy_core_01_01_19=ADP Core Imperial
- item_Name_cds_legacy_armor_heavy_core_01_01_20=ADP Core Olive
- item_Name_cds_legacy_armor_heavy_helmet_01_01_02=Balor HCH Helmet Red
- item_Name_cds_legacy_armor_heavy_helmet_01_01_03=Balor HCH Helmet Orange
- item_Name_cds_legacy_armor_heavy_helmet_01_01_04=Balor HCH Helmet Yellow
- item_Name_cds_legacy_armor_heavy_helmet_01_01_05=Balor HCH Helmet Green
- item_Name_cds_legacy_armor_heavy_helmet_01_01_06=Balor HCH Helmet Seagreen
- item_Name_cds_legacy_armor_heavy_helmet_01_01_07=Balor HCH Helmet Blue
- item_Name_cds_legacy_armor_heavy_helmet_01_01_08=Balor HCH Helmet Purple
- item_Name_cds_legacy_armor_heavy_helmet_01_01_09=Balor HCH Helmet Violet
- item_Name_cds_legacy_armor_heavy_helmet_01_01_10=Balor HCH Helmet White
- item_Name_cds_legacy_armor_heavy_helmet_01_01_11=Balor HCH Helmet Grey
- item_Name_cds_legacy_armor_heavy_helmet_01_01_12=Balor HCH Helmet Black
- item_Name_cds_legacy_armor_heavy_helmet_01_01_13=Balor HCH Helmet Dark Red
- item_Name_cds_legacy_armor_heavy_helmet_01_01_14=Balor HCH Helmet Sienna
- item_Name_cds_legacy_armor_heavy_helmet_01_01_15=Balor HCH Helmet Tan
- item_Name_cds_legacy_armor_heavy_helmet_01_01_16=Balor HCH Helmet Dark Green
- item_Name_cds_legacy_armor_heavy_helmet_01_01_17=Balor HCH Helmet Aqua
- item_Name_cds_legacy_armor_heavy_helmet_01_01_18=Balor HCH Helmet Twilight
- item_Name_cds_legacy_armor_heavy_helmet_01_01_19=Balor HCH Helmet Imperial
- item_Name_cds_legacy_armor_heavy_helmet_01_01_20=Balor HCH Helmet Olive
- item_Name_cds_legacy_armor_heavy_legs_01_01_02=ADP Legs Red
- item_Name_cds_legacy_armor_heavy_legs_01_01_03=ADP Legs Orange
- item_Name_cds_legacy_armor_heavy_legs_01_01_04=ADP Legs Yellow
- item_Name_cds_legacy_armor_heavy_legs_01_01_05=ADP Legs Green
- item_Name_cds_legacy_armor_heavy_legs_01_01_06=ADP Legs Seagreen
- item_Name_cds_legacy_armor_heavy_legs_01_01_07=ADP Legs Blue
- item_Name_cds_legacy_armor_heavy_legs_01_01_08=ADP Legs Purple
- item_Name_cds_legacy_armor_heavy_legs_01_01_09=ADP Legs Violet
- item_Name_cds_legacy_armor_heavy_legs_01_01_10=ADP Legs White
- item_Name_cds_legacy_armor_heavy_legs_01_01_11=ADP Legs Grey
- item_Name_cds_legacy_armor_heavy_legs_01_01_12=ADP Legs Black
- item_Name_cds_legacy_armor_heavy_legs_01_01_13=ADP Legs Dark Red
- item_Name_cds_legacy_armor_heavy_legs_01_01_14=ADP Legs Sienna
- item_Name_cds_legacy_armor_heavy_legs_01_01_15=ADP Legs Tan
- item_Name_cds_legacy_armor_heavy_legs_01_01_16=ADP Legs Dark Green
- item_Name_cds_legacy_armor_heavy_legs_01_01_17=ADP Legs Aqua
- item_Name_cds_legacy_armor_heavy_legs_01_01_18=ADP Legs Twilight
- item_Name_cds_legacy_armor_heavy_legs_01_01_19=ADP Legs Imperial
- item_Name_cds_legacy_armor_heavy_legs_01_01_20=ADP Legs Olive
- item_Name_cds_legacy_armor_light_arms_01_01_01=PAB-1 Arms Woodland
- item_Name_cds_legacy_armor_light_arms_01_01_02=PAB-1 Arms Red
- item_Name_cds_legacy_armor_light_arms_01_01_03=PAB-1 Arms Orange
- item_Name_cds_legacy_armor_light_arms_01_01_04=PAB-1 Arms Yellow
- item_Name_cds_legacy_armor_light_arms_01_01_05=PAB-1 Arms Green
- item_Name_cds_legacy_armor_light_arms_01_01_06=PAB-1 Arms Seagreen
- item_Name_cds_legacy_armor_light_arms_01_01_07=PAB-1 Arms Blue
- item_Name_cds_legacy_armor_light_arms_01_01_08=PAB-1 Arms Purple
- item_Name_cds_legacy_armor_light_arms_01_01_09=PAB-1 Arms Violet
- item_Name_cds_legacy_armor_light_arms_01_01_10=PAB-1 Arms White
- item_Name_cds_legacy_armor_light_arms_01_01_11=PAB-1 Arms Grey
- item_Name_cds_legacy_armor_light_arms_01_01_12=PAB-1 Arms Black
- item_Name_cds_legacy_armor_light_arms_01_01_13=PAB-1 Arms Dark Red
- item_Name_cds_legacy_armor_light_arms_01_01_14=PAB-1 Arms Sienna
- item_Name_cds_legacy_armor_light_arms_01_01_15=PAB-1 Arms Tan
- item_Name_cds_legacy_armor_light_arms_01_01_16=PAB-1 Arms Dark Green
- item_Name_cds_legacy_armor_light_arms_01_01_17=PAB-1 Arms Aqua
- item_Name_cds_legacy_armor_light_arms_01_01_18=PAB-1 Arms Twilight
- item_Name_cds_legacy_armor_light_arms_01_01_19=PAB-1 Arms Imperial
- item_Name_cds_legacy_armor_light_arms_01_01_20=PAB-1 Arms Desert
- item_Name_cds_legacy_armor_light_core_01_01_01=PAB-1 Core Woodland
- item_Name_cds_legacy_armor_light_core_01_01_02=PAB-1 Core Red
- item_Name_cds_legacy_armor_light_core_01_01_03=PAB-1 Core Orange
- item_Name_cds_legacy_armor_light_core_01_01_04=PAB-1 Core Yellow
- item_Name_cds_legacy_armor_light_core_01_01_05=PAB-1 Core Green
- item_Name_cds_legacy_armor_light_core_01_01_06=PAB-1 Core Seagreen
- item_Name_cds_legacy_armor_light_core_01_01_07=PAB-1 Core Blue
- item_Name_cds_legacy_armor_light_core_01_01_08=PAB-1 Core Purple
- item_Name_cds_legacy_armor_light_core_01_01_09=PAB-1 Core Violet
- item_Name_cds_legacy_armor_light_core_01_01_10=PAB-1 Core White
- item_Name_cds_legacy_armor_light_core_01_01_11=PAB-1 Core Grey
- item_Name_cds_legacy_armor_light_core_01_01_12=PAB-1 Core Black
- item_Name_cds_legacy_armor_light_core_01_01_13=PAB-1 Core Dark Red
- item_Name_cds_legacy_armor_light_core_01_01_14=PAB-1 Core Sienna
- item_Name_cds_legacy_armor_light_core_01_01_15=PAB-1 Core Tan
- item_Name_cds_legacy_armor_light_core_01_01_16=PAB-1 Core Dark Green
- item_Name_cds_legacy_armor_light_core_01_01_17=PAB-1 Core Aqua
- item_Name_cds_legacy_armor_light_core_01_01_18=PAB-1 Core Twilight
- item_Name_cds_legacy_armor_light_core_01_01_19=PAB-1 Core Imperial
- item_Name_cds_legacy_armor_light_core_01_01_20=PAB-1 Core Desert
- item_Name_cds_legacy_armor_light_helmet_01_01_01=CBH-3 Helmet Base
- item_Name_cds_legacy_armor_light_helmet_01_01_02=CBH-3 Helmet Red
- item_Name_cds_legacy_armor_light_helmet_01_01_03=CBH-3 Helmet Orange
- item_Name_cds_legacy_armor_light_helmet_01_01_04=CBH-3 Helmet Yellow
- item_Name_cds_legacy_armor_light_helmet_01_01_05=CBH-3 Helmet Green
- item_Name_cds_legacy_armor_light_helmet_01_01_06=CBH-3 Helmet Seagreen
- item_Name_cds_legacy_armor_light_helmet_01_01_07=CBH-3 Helmet Blue
- item_Name_cds_legacy_armor_light_helmet_01_01_08=CBH-3 Helmet Purple
- item_Name_cds_legacy_armor_light_helmet_01_01_09=CBH-3 Helmet Violet
- item_Name_cds_legacy_armor_light_helmet_01_01_10=CBH-3 Helmet White
- item_Name_cds_legacy_armor_light_helmet_01_01_11=CBH-3 Helmet Grey
- item_Name_cds_legacy_armor_light_helmet_01_01_12=CBH-3 Helmet Black
- item_Name_cds_legacy_armor_light_helmet_01_01_13=CBH-3 Helmet Dark Red
- item_Name_cds_legacy_armor_light_helmet_01_01_14=CBH-3 Helmet Sienna
- item_Name_cds_legacy_armor_light_helmet_01_01_15=CBH-3 Helmet Tan
- item_Name_cds_legacy_armor_light_helmet_01_01_16=CBH-3 Helmet Dark Green
- item_Name_cds_legacy_armor_light_helmet_01_01_17=CBH-3 Helmet Aqua
- item_Name_cds_legacy_armor_light_helmet_01_01_18=CBH-3 Helmet Twilight
- item_Name_cds_legacy_armor_light_helmet_01_01_19=CBH-3 Helmet Imperial
- item_Name_cds_legacy_armor_light_helmet_01_01_20=CBH-3 Helmet Olive
- item_Name_cds_legacy_armor_light_legs_01_01_01=PAB-1 Legs Woodland
- item_Name_cds_legacy_armor_light_legs_01_01_02=PAB-1 Legs Red
- item_Name_cds_legacy_armor_light_legs_01_01_03=PAB-1 Legs Orange
- item_Name_cds_legacy_armor_light_legs_01_01_04=PAB-1 Legs Yellow
- item_Name_cds_legacy_armor_light_legs_01_01_05=PAB-1 Legs Green
- item_Name_cds_legacy_armor_light_legs_01_01_06=PAB-1 Legs Seagreen
- item_Name_cds_legacy_armor_light_legs_01_01_07=PAB-1 Legs Blue
- item_Name_cds_legacy_armor_light_legs_01_01_08=PAB-1 Legs Purple
- item_Name_cds_legacy_armor_light_legs_01_01_09=PAB-1 Legs Violet
- item_Name_cds_legacy_armor_light_legs_01_01_10=PAB-1 Legs White
- item_Name_cds_legacy_armor_light_legs_01_01_11=PAB-1 Legs Grey
- item_Name_cds_legacy_armor_light_legs_01_01_12=PAB-1 Legs Black
- item_Name_cds_legacy_armor_light_legs_01_01_13=PAB-1 Legs Dark Red
- item_Name_cds_legacy_armor_light_legs_01_01_14=PAB-1 Legs Sienna
- item_Name_cds_legacy_armor_light_legs_01_01_15=PAB-1 Legs Tan
- item_Name_cds_legacy_armor_light_legs_01_01_16=PAB-1 Legs Dark Green
- item_Name_cds_legacy_armor_light_legs_01_01_17=PAB-1 Legs Aqua
- item_Name_cds_legacy_armor_light_legs_01_01_18=PAB-1 Legs Twilight
- item_Name_cds_legacy_armor_light_legs_01_01_19=PAB-1 Legs Imperial
- item_Name_cds_legacy_armor_light_legs_01_01_20=PAB-1 Legs Desert
- item_Name_cds_legacy_armor_medium_arms_01_01_01=ORC-mkV Arms Woodland
- item_Name_cds_legacy_armor_medium_arms_01_01_02=ORC-mkV Arms Red
- item_Name_cds_legacy_armor_medium_arms_01_01_03=ORC-mkV Arms Orange
- item_Name_cds_legacy_armor_medium_arms_01_01_04=ORC-mkV Arms Yellow
- item_Name_cds_legacy_armor_medium_arms_01_01_05=ORC-mkV Arms Green
- item_Name_cds_legacy_armor_medium_arms_01_01_06=ORC-mkV Arms Seagreen
- item_Name_cds_legacy_armor_medium_arms_01_01_07=ORC-mkV Arms Blue
- item_Name_cds_legacy_armor_medium_arms_01_01_08=ORC-mkV Arms Purple
- item_Name_cds_legacy_armor_medium_arms_01_01_09=ORC-mkV Arms Violet
- item_Name_cds_legacy_armor_medium_arms_01_01_10=ORC-mkV Arms White
- item_Name_cds_legacy_armor_medium_arms_01_01_11=ORC-mkV Arms Grey
- item_Name_cds_legacy_armor_medium_arms_01_01_12=ORC-mkV Arms Black
- item_Name_cds_legacy_armor_medium_arms_01_01_13=ORC-mkV Arms Dark Red
- item_Name_cds_legacy_armor_medium_arms_01_01_14=ORC-mkV Arms Sienna
- item_Name_cds_legacy_armor_medium_arms_01_01_15=ORC-mkV Arms Tan
- item_Name_cds_legacy_armor_medium_arms_01_01_16=ORC-mkV Arms Dark Green
- item_Name_cds_legacy_armor_medium_arms_01_01_17=ORC-mkV Arms Aqua
- item_Name_cds_legacy_armor_medium_arms_01_01_18=ORC-mkV Arms Twilight
- item_Name_cds_legacy_armor_medium_arms_01_01_19=ORC-mkV Arms Imperial
- item_Name_cds_legacy_armor_medium_arms_01_01_20=ORC-mkV Arms Desert
- item_Name_cds_legacy_armor_medium_core_01_01_01=ORC-mkV Core Woodland
- item_Name_cds_legacy_armor_medium_core_01_01_02=ORC-mkV Core Red
- item_Name_cds_legacy_armor_medium_core_01_01_03=ORC-mkV Core Orange
- item_Name_cds_legacy_armor_medium_core_01_01_04=ORC-mkV Core Yellow
- item_Name_cds_legacy_armor_medium_core_01_01_05=ORC-mkV Core Green
- item_Name_cds_legacy_armor_medium_core_01_01_06=ORC-mkV Core Seagreen
- item_Name_cds_legacy_armor_medium_core_01_01_07=ORC-mkV Core Blue
- item_Name_cds_legacy_armor_medium_core_01_01_08=ORC-mkV Core Purple
- item_Name_cds_legacy_armor_medium_core_01_01_09=ORC-mkV Core Violet
- item_Name_cds_legacy_armor_medium_core_01_01_10=ORC-mkV Core White
- item_Name_cds_legacy_armor_medium_core_01_01_11=ORC-mkV Core Grey
- item_Name_cds_legacy_armor_medium_core_01_01_12=ORC-mkV Core Black
- item_Name_cds_legacy_armor_medium_core_01_01_13=ORC-mkV Core Dark Red
- item_Name_cds_legacy_armor_medium_core_01_01_14=ORC-mkV Core Sienna
- item_Name_cds_legacy_armor_medium_core_01_01_15=ORC-mkV Core Tan
- item_Name_cds_legacy_armor_medium_core_01_01_16=ORC-mkV Core Dark Green
- item_Name_cds_legacy_armor_medium_core_01_01_17=ORC-mkV Core Aqua
- item_Name_cds_legacy_armor_medium_core_01_01_18=ORC-mkV Core Twilight
- item_Name_cds_legacy_armor_medium_core_01_01_19=ORC-mkV Core Imperial
- item_Name_cds_legacy_armor_medium_core_01_01_20=ORC-mkV Core Desert
- item_Name_cds_legacy_armor_medium_helmet_01_01_01=G-2 Helmet Woodland
- item_Name_cds_legacy_armor_medium_helmet_01_01_02=G-2 Helmet Red
- item_Name_cds_legacy_armor_medium_helmet_01_01_03=G-2 Helmet Orange
- item_Name_cds_legacy_armor_medium_helmet_01_01_04=G-2 Helmet Yellow
- item_Name_cds_legacy_armor_medium_helmet_01_01_05=G-2 Helmet Green
- item_Name_cds_legacy_armor_medium_helmet_01_01_06=G-2 Helmet Seagreen
- item_Name_cds_legacy_armor_medium_helmet_01_01_07=G-2 Helmet Blue
- item_Name_cds_legacy_armor_medium_helmet_01_01_08=G-2 Helmet Purple
- item_Name_cds_legacy_armor_medium_helmet_01_01_09=G-2 Helmet Violet
- item_Name_cds_legacy_armor_medium_helmet_01_01_10=G-2 Helmet White
- item_Name_cds_legacy_armor_medium_helmet_01_01_11=G-2 Helmet Grey
- item_Name_cds_legacy_armor_medium_helmet_01_01_12=G-2 Helmet Black
- item_Name_cds_legacy_armor_medium_helmet_01_01_13=G-2 Helmet Dark Red
- item_Name_cds_legacy_armor_medium_helmet_01_01_14=G-2 Helmet Sienna
- item_Name_cds_legacy_armor_medium_helmet_01_01_15=G-2 Helmet Tan
- item_Name_cds_legacy_armor_medium_helmet_01_01_16=G-2 Helmet Dark Green
- item_Name_cds_legacy_armor_medium_helmet_01_01_17=G-2 Helmet Aqua
- item_Name_cds_legacy_armor_medium_helmet_01_01_18=G-2 Helmet Twilight
- item_Name_cds_legacy_armor_medium_helmet_01_01_19=G-2 Helmet Imperial
- item_Name_cds_legacy_armor_medium_helmet_01_01_20=G-2 Helmet Desert
- item_Name_cds_legacy_armor_medium_legs_01_01_01=ORC-mkV Legs Woodland
- item_Name_cds_legacy_armor_medium_legs_01_01_02=ORC-mkV Legs Red
- item_Name_cds_legacy_armor_medium_legs_01_01_03=ORC-mkV Legs Orange
- item_Name_cds_legacy_armor_medium_legs_01_01_04=ORC-mkV Legs Yellow
- item_Name_cds_legacy_armor_medium_legs_01_01_05=ORC-mkV Legs Green
- item_Name_cds_legacy_armor_medium_legs_01_01_06=ORC-mkV Legs Seagreen
- item_Name_cds_legacy_armor_medium_legs_01_01_07=ORC-mkV Legs Blue
- item_Name_cds_legacy_armor_medium_legs_01_01_08=ORC-mkV Legs Purple
- item_Name_cds_legacy_armor_medium_legs_01_01_09=ORC-mkV Legs Violet
- item_Name_cds_legacy_armor_medium_legs_01_01_10=ORC-mkV Legs White
- item_Name_cds_legacy_armor_medium_legs_01_01_11=ORC-mkV Legs Grey
- item_Name_cds_legacy_armor_medium_legs_01_01_12=ORC-mkV Legs Black
- item_Name_cds_legacy_armor_medium_legs_01_01_13=ORC-mkV Legs Dark Red
- item_Name_cds_legacy_armor_medium_legs_01_01_14=ORC-mkV Legs Sienna
- item_Name_cds_legacy_armor_medium_legs_01_01_15=ORC-mkV Legs Tan
- item_Name_cds_legacy_armor_medium_legs_01_01_16=ORC-mkV Legs Dark Green
- item_Name_cds_legacy_armor_medium_legs_01_01_17=ORC-mkV Legs Aqua
- item_Name_cds_legacy_armor_medium_legs_01_01_18=ORC-mkV Legs Twilight
- item_Name_cds_legacy_armor_medium_legs_01_01_19=ORC-mkV Legs Imperial
- item_Name_cds_legacy_armor_medium_legs_01_01_20=ORC-mkV Legs Desert
- item_Name_cds_legacy_heavy_armor_01_arms=ADP Arms Woodland
- item_Name_cds_legacy_heavy_armor_01_core=ADP Core
- item_Name_cds_legacy_heavy_armor_01_helmet=Balor HCH Helmet
- item_Name_cds_legacy_heavy_armor_01_legs=ADP Legs Woodland
- item_Name_cds_legacy_light_armor_01_arms=PAB-1 Arms
- item_Name_cds_legacy_light_armor_01_core=PAB-1 Core
- item_Name_cds_legacy_light_armor_01_helmet=CBH-3 Helmet Base
- item_Name_cds_legacy_light_armor_01_legs=PAB-1 Legs
- item_Name_cds_legacy_medium_armor_01_arms=ORC-mkV Arms
- item_Name_cds_legacy_medium_armor_01_core=ORC-mkV Core
- item_Name_cds_legacy_medium_armor_01_helmet=G-2 Helmet
- item_Name_cds_legacy_medium_armor_01_legs=ORC-mkV Legs
- item_Name_cds_light_armor_01_arms=Field Recon Suit Arms
- item_Name_cds_light_armor_01_core=Field Recon Suit Core
- item_Name_cds_light_armor_01_legs=Field Recon Suit Legs
- item_Name_cds_light_helmet_01=Field Recon Suit Helmet
- item_Name_cds_medium_armor_01_arms=ORC-mkX Arms Woodland
- item_Name_cds_medium_armor_01_core=ORC-mkX Core Woodland
- item_Name_cds_medium_armor_01_legs=ORC-mkX Legs Woodland
- item_Name_cds_medium_armor_helmet_01=ORC-mkX Helmet Woodland
- item_Name_CDS_Undersuit_Armor_01=TCS-4 Undersuit
- item_Name_CDS_Undersuit_Armor_01_01_01=TCS-4 Undersuit Woodland
- item_Name_CDS_Undersuit_Armor_01_01_10=TCS-4 Undersuit Arctic
- item_Name_CDS_Undersuit_Armor_01_01_12=TCS-4 Undersuit Black/Grey
- item_Name_CDS_Undersuit_Armor_01_01_15=TCS-4 Undersuit Desert
- item_Name_CDS_Undersuit_Armor_01_01_18=TCS-4 Undersuit Twilight
- item_Name_CDS_Undersuit_Armor_01_01_20=TCS-4 Undersuit Autumn
- item_Name_CDS_Undersuit_Armor_02=TCS-4 Undersuit
- item_Name_CDS_Undersuit_Armor_03=TCS-4 Undersuit
- item_Name_cds_undersuit_helmet_01=A23 Helmet Woodland
- item_Name_clda_env_heavy_arms_01=Novikov Arms
- item_Name_clda_env_heavy_arms_01_expo=[PH] - Novikov "Expo" Arms
- item_Name_clda_env_heavy_core_01=Novikov Core
- item_Name_clda_env_heavy_core_01_expo=[PH] - Novikov "Expo" Core
- item_Name_clda_env_heavy_fullsuit_01=Novikov Armor
- item_Name_clda_env_heavy_fullsuit_01_expo=[PH] - Novikov "Expo" Armor
- item_Name_clda_env_heavy_helmet_01=Novikov Helmet
- item_Name_clda_env_heavy_helmet_01_expo=[PH] - Novikov "Expo" Helmet
- item_Name_clda_env_heavy_legs_01=Novikov Legs
- item_Name_clda_env_heavy_legs_01_expo=[PH] - Novikov "Expo" Legs
- item_Name_colorMod_black=Black
- item_Name_colorMod_blue=Blue
- item_Name_colorMod_brown=Brown
- item_Name_colorMod_dark_blue=Dark Blue
- item_Name_colorMod_dark_green=Dark Green
- item_Name_colorMod_dark_orange=Dark Orange
- item_Name_colorMod_dark_purple=Dark Purple
- item_Name_colorMod_dark_red=Dark Red
- item_Name_colorMod_dark_teal=Dark Teal
- item_Name_colorMod_green=Green
- item_Name_colorMod_grey=Grey
- item_Name_colorMod_orange=Orange
- item_Name_colorMod_pink=Pink
- item_Name_colorMod_purple=Purple
- item_Name_colorMod_red=Red
- item_Name_colorMod_tan=Tan
- item_Name_colorMod_teal=Teal
- item_Name_colorMod_white=White
- item_Name_colorMod_yellow=Yellow
- item_Name_COMP_BEHR_S00_CSVRP=CSV-RP
- item_Name_COMP_BEHR_S00_CSVTL=CSV-TL
- item_Name_COMP_BEHR_S01_CSRRP=CSR-RP
- item_Name_COMP_BEHR_S01_CSRTL=CSR-TL
- item_Name_COMP_BEHR_S02_CSMRP=CSM-RP
- item_Name_COMP_BEHR_S02_CSMTL=CSM-TL
- item_Name_COMP_BLTR_S01_Crypt=Crypt
- item_Name_COMP_BLTR_S01_Cypher=Cypher
- item_Name_COMP_BRRA_S01_Lamarr=Lamarr
- item_Name_COMP_BRRA_S01_Pascal=Pascal
- item_Name_COMP_Default=Computer
- item_Name_COMP_FSIN_S02_CompuWare=CompuWare
- item_Name_COMP_MITE_S01_dynaSys=dynaSys
- item_Name_COMP_SADA_S01_Ferric=Ferric
- item_Name_COMP_SADA_S01_Wolfram=Wolfram
- item_Name_COMP_SADA_S02_Chrome=Chrome
- item_Name_COMP_SADA_S02_Inox=Inox
- item_Name_COMP_WLOP_S00_Chamfer=Chamfer
- item_Name_COMP_WLOP_S00_Lattice=Lattice
- item_Name_COMP_WLOP_S01_Baier=Baier
- item_Name_COMP_WLOP_S01_Mitre=Mitre
- item_Name_COMP_WLOP_S02_Baas=Baas
- item_Name_COMP_WLOP_S02_Dado=Dado
- item_Name_COMS_Controller=COMMS
- item_Name_COOL_ACOM_S01_ZeroRush=ZeroRush
- item_Name_COOL_AEGS_S01_Glacier=Glacier
- item_Name_COOL_AEGS_S01_Tundra=Tundra
- item_Name_COOL_AEGS_S02_Avalanche=Avalanche
- item_Name_COOL_AEGS_S02_Boreal=Boreal
- item_Name_COOL_AEGS_S02_Permafrost=Permafrost
- item_Name_COOL_AEGS_S03_Tempest=Tempest
- item_Name_COOL_Controller=HEAT
- item_Name_COOL_Default=Cooler
- item_Name_COOL_JSPN_S00_CryoStarSL=Cryo-Star SL
- item_Name_COOL_JSPN_S01_CryoStar=Cryo-Star
- item_Name_COOL_JSPN_S02_CryoStarEX=Cryo-Star EX
- item_Name_COOL_JSPN_S03_CryoStarXL=Cryo-Star XL
- item_Name_COOL_JUST_S01_EcoFlow=Eco-Flow
- item_Name_COOL_JUST_S01_UltraFlow=Ultra-Flow
- item_Name_COOL_JUST_S02_Snowfall=Snowfall
- item_Name_COOL_JUST_S03_IceFlush=Ice-Flush
- item_Name_COOL_LPLT_S01_FlashFreeze=FlashFreeze
- item_Name_COOL_LPLT_S02_FullFrost=FullFrost
- item_Name_COOL_LPLT_S02_WhiteOut=WhiteOut
- item_Name_COOL_LPLT_S03_FrostBite=FrostBite
- item_Name_COOL_TYDT_S01_SnowBlind=SnowBlind
- item_Name_COOL_VNCL_S01_Cold=Cold
- item_Name_COOL_WCPR_S00_Kelvid=Kelvid
- item_Name_COOL_WCPR_S01_Gelid=Gelid
- item_Name_COOL_WCPR_S02_Graupel=Graupel
- item_Name_COOL_WCPR_S02_Taiga=Taiga
- item_Name_CTL_Hat_01_01_01=Rabat Blue
- item_Name_CTL_Hat_01_01_02=Rabat Navy
- item_Name_CTL_Hat_01_01_03=Rabat Red
- item_Name_CTL_Hat_01_01_04=Rabat Tan
- item_Name_CTL_Hat_01_01_05=Rabat Yellow
- item_Name_ctl_hat_01_cvx01_01=Rabat Covalex
- item_Name_CTL_Jacket_01_01_01=Sturgis Original
- item_Name_CTL_Jacket_01_01_02=Sturgis Maroon
- item_Name_CTL_Jacket_01_01_03=Sturgis Tan
- item_Name_CTL_Jacket_01_01_04=Sturgis Olive
- item_Name_CTL_Jacket_02_01_01=Rhodes White
- item_Name_CTL_Jacket_02_01_02=Rhodes Navy
- item_Name_CTL_Jacket_02_01_03=Rhodes Smoke
- item_Name_CTL_Jacket_03_01_01=Lanxi Gray
- item_Name_CTL_Jacket_03_01_02=Lanxi Maroon
- item_Name_CTL_Jacket_03_01_03=Lanxi Green
- item_Name_CTL_Pants_01_01_01=Perth
- item_Name_CTL_Pants_01_01_02=Perth Maroon
- item_Name_CTL_Pants_02_01_01=Guri Lime
- item_Name_CTL_Pants_02_01_02=Guri Black
- item_Name_CTL_Shirt_03_01_01=Bello Blue
- item_Name_CTL_Shirt_03_01_02=Bello Maroon
- item_Name_CTL_Shirt_03_01_03=Bello Black/Red
- item_Name_CTL_Shirt_03_01_04=Bello White/Black
- item_Name_CTL_Shirt_03_01_05=Bello Grey/White
- item_Name_CTL_Shirt_03_01_06=Bello Black/Red
- item_Name_CTL_Shirt_03_01_07=Bello Green
- item_Name_CTL_Shirt_03_01_08=Bello Gray
- item_Name_CTL_Shirt_03_01_09=Bello Blue/White
- item_Name_CTL_Shirt_03_bb01_01=Bello Big Benny
- item_Name_ctl_shirt_03_nvy01_01=Bello Navy
- item_Name_CTL_Shirt_06_01_01=Bellito
- item_Name_ctl_shirt_07_01_01=Performance T
- item_Name_ctl_shirt_07_nvy01_01=Performance T
- item_Name_ctl_shirt_07_nvy01_02_no_decal=Performance T
- item_Name_CTL_Torso_Jacket_01_01=Sturgis
- item_Name_CTL_Torso_Jacket_04_01=(PH) F_CTL_Jacket_04_01
- item_Name_CTL_Torso_Shirt_03_01=Bello
- item_Name_CTL_Torso_Shirt_03_02=Bello
- item_Name_dil_dress_01_01_01=[PH] DIL - dress - name
- item_Name_dil_gloves_01_01_01=[PH] DIL - gloves (01) - name
- item_Name_dil_gloves_02_01_01=[PH] DIL - gloves (02) - name
- item_Name_dil_jacket_02_01_01=[PH] DIL - jacket - name
- item_Name_dil_pants_02_01_01=[PH] DIL - pants - name
- item_Name_dil_shirt_02_01_01=[PH] DIL - shirt - name
- item_Name_dil_shoes_01_01_01=[PH] DIL - shoes (01) - name
- item_Name_dil_shoes_02_01_01=[PH] DIL - shoes (02) - name
- item_Name_dmc_boots_04_01_01=Hardy
- item_Name_DMC_gloves_01_01_01=Gauntlet
- item_Name_DMC_Gloves_02_01_01=Mercury
- item_Name_DMC_gloves_02_01_centurion=Mercury "Voyager"
- item_Name_DMC_Jacket_01_01_01=Mountaintop Multitone
- item_Name_DMC_Jacket_01_01_04=Mountaintop Hazard
- item_Name_DMC_Jacket_01_01_12=Mountaintop Neutral
- item_Name_DMC_Jacket_01_01_19=Mountaintop Vivid
- item_Name_DMC_Jacket_01_01_20=Mountaintop Dune
- item_Name_DMC_Jacket_02_01_01=Selby Black
- item_Name_DMC_Jacket_02_01_02=Selby Desert
- item_Name_DMC_Jacket_02_01_03=Selby Arctic
- item_Name_DMC_Jacket_03_01_01=RangeFinder Element
- item_Name_DMC_Jacket_03_01_11=RangeFinder Arctic
- item_Name_DMC_Jacket_03_01_12=RangeFinder Gunmetal
- item_Name_DMC_Jacket_03_01_17=RangeFinder Aqua
- item_Name_DMC_Jacket_03_01_20=RangeFinder Sandstone
- item_Name_DMC_Legs_Pants_02_01=(PH) F_DMC_Pants_02_01
- item_Name_DMC_Pants_01_01_01=Foundation Grey
- item_Name_DMC_Pants_01_01_12=Foundation Black
- item_Name_DMC_Pants_01_01_15=Foundation Desert
- item_Name_DMC_Pants_01_01_16=Foundation Olive
- item_Name_DMC_Pants_01_01_20=Foundation Khaki
- item_Name_DMC_Pants_02_01_01=Astley Black
- item_Name_DMC_Pants_02_01_02=Astley Sunset
- item_Name_DMC_Pants_03_01_01=Frontier 05 Classic
- item_Name_DMC_Pants_03_01_11=Frontier 05 Winter
- item_Name_DMC_Pants_03_01_16=Frontier 05 Spring
- item_Name_DMC_Pants_03_01_19=Frontier 05 Noble
- item_Name_DMC_Pants_03_01_20=Frontier 05 Harvest
- item_Name_dmc_pants_04_01_01=K7
- item_Name_dmc_pants_04_01_02=K7 Red
- item_Name_dmc_pants_04_01_03=K7 Orange
- item_Name_dmc_pants_04_01_04=K7 Yellow
- item_Name_dmc_pants_04_01_05=K7 Green
- item_Name_dmc_pants_04_01_06=K7 Seagreen
- item_Name_dmc_pants_04_01_07=K7 Blue
- item_Name_dmc_pants_04_01_08=K7 Purple
- item_Name_dmc_pants_04_01_09=K7 Violet
- item_Name_dmc_pants_04_01_10=K7 White
- item_Name_dmc_pants_04_01_11=K7 Grey
- item_Name_dmc_pants_04_01_12=K7 Black
- item_Name_dmc_pants_04_01_13=K7 Dark Red
- item_Name_dmc_pants_04_01_14=K7 Sienna
- item_Name_dmc_pants_04_01_15=K7 Tan
- item_Name_dmc_pants_04_01_16=K7 Dark Green
- item_Name_dmc_pants_04_01_17=K7 Aqua
- item_Name_dmc_pants_04_01_18=K7 Twilight
- item_Name_dmc_pants_04_01_19=K7 Imperial
- item_Name_dmc_pants_04_01_20=K7 Olive
- item_Name_dmc_pants_05_01_01=Razorback
- item_Name_dmc_pants_05_01_02=Razorback Red
- item_Name_dmc_pants_05_01_03=Razorback Orange
- item_Name_dmc_pants_05_01_04=Razorback Yellow
- item_Name_dmc_pants_05_01_05=Razorback Green
- item_Name_dmc_pants_05_01_06=Razorback Seagreen
- item_Name_dmc_pants_05_01_07=Razorback Blue
- item_Name_dmc_pants_05_01_08=Razorback Purple
- item_Name_dmc_pants_05_01_09=Razorback Violet
- item_Name_dmc_pants_05_01_10=Razorback White
- item_Name_dmc_pants_05_01_11=Razorback Grey
- item_Name_dmc_pants_05_01_12=Razorback Black
- item_Name_dmc_pants_05_01_13=Razorback Dark Red
- item_Name_dmc_pants_05_01_14=Razorback Sienna
- item_Name_dmc_pants_05_01_15=Razorback Tan
- item_Name_dmc_pants_05_01_16=Razorback Dark Green
- item_Name_dmc_pants_05_01_17=Razorback Aqua
- item_Name_dmc_pants_05_01_18=Razorback Twilight
- item_Name_dmc_pants_05_01_19=Razorback Imperial
- item_Name_dmc_pants_05_01_20=Razorback Desert
- item_Name_dmc_pants_06_01_01=Roughneck
- item_Name_doom_medium_armor_arms_01=Clash Arms
- item_Name_doom_medium_armor_core_01=Clash Core
- item_Name_doom_medium_armor_helmet_01=Death's Head Helmet
- item_Name_doom_medium_armor_helmet_02=The Butcher Helmet
- item_Name_doom_medium_armor_helmet_02_holiday=Holiday Butcher Helmet
- item_Name_doom_medium_armor_legs_01=Clash Legs
- item_Name_DOOR_Controller=SECURITY
- item_Name_drn_gloves_01_01_01=Debnam
- item_Name_drn_gloves_01_01_02=Debnam Red
- item_Name_drn_gloves_01_01_03=Debnam Orange
- item_Name_drn_gloves_01_01_04=Debnam Yellow
- item_Name_drn_gloves_01_01_05=Debnam Green
- item_Name_drn_gloves_01_01_06=Debnam Seagreen
- item_Name_drn_gloves_01_01_07=Debnam Blue
- item_Name_drn_gloves_01_01_08=Debnam Purple
- item_Name_drn_gloves_01_01_09=Debnam Violet
- item_Name_drn_gloves_01_01_10=Debnam White
- item_Name_drn_gloves_01_01_11=Debnam Grey
- item_Name_drn_gloves_01_01_12=Debnam Black
- item_Name_drn_gloves_01_01_13=Debnam Dark Red
- item_Name_drn_gloves_01_01_14=Debnam Sienna
- item_Name_drn_gloves_01_01_15=Debnam Tan
- item_Name_drn_gloves_01_01_16=Debnam Dark Green
- item_Name_drn_gloves_01_01_17=Debnam Aqua
- item_Name_drn_gloves_01_01_18=Debnam Twilight
- item_Name_drn_gloves_01_01_19=Debnam Imperial
- item_Name_drn_gloves_01_01_20=Debnam Olive
- item_Name_DRN_hat_01_01_01_concierge=Jacopo Tophat
- item_Name_drn_jacket_01_01_01=Adiva
- item_Name_drn_jacket_01_01_02=Adiva Red
- item_Name_drn_jacket_01_01_03=Adiva Orange
- item_Name_drn_jacket_01_01_04=Adiva Yellow
- item_Name_drn_jacket_01_01_05=Adiva Green
- item_Name_drn_jacket_01_01_06=Adiva Seagreen
- item_Name_drn_jacket_01_01_07=Adiva Blue
- item_Name_drn_jacket_01_01_08=Adiva Purple
- item_Name_drn_jacket_01_01_09=Adiva Violet
- item_Name_drn_jacket_01_01_10=Adiva White
- item_Name_drn_jacket_01_01_11=Adiva Grey
- item_Name_drn_jacket_01_01_12=Adiva Black
- item_Name_drn_jacket_01_01_13=Adiva Dark Red
- item_Name_drn_jacket_01_01_14=Adiva Sienna
- item_Name_drn_jacket_01_01_15=Adiva Tan
- item_Name_drn_jacket_01_01_16=Adiva Dark Green
- item_Name_drn_jacket_01_01_17=Adiva Aqua
- item_Name_drn_jacket_01_01_18=Adiva Twilight
- item_Name_drn_jacket_01_01_19=Adiva Imperial
- item_Name_drn_jacket_01_01_20=Adiva Olive
- item_Name_DRN_monocle_01=Jacopo Monocle
- item_Name_drn_pants_01_01_01=LeMarque
- item_Name_drn_pants_01_01_02=LeMarque Red
- item_Name_drn_pants_01_01_03=LeMarque Orange
- item_Name_drn_pants_01_01_04=LeMarque Yellow
- item_Name_drn_pants_01_01_05=LeMarque Green
- item_Name_drn_pants_01_01_06=LeMarque Seagreen
- item_Name_drn_pants_01_01_07=LeMarque Blue
- item_Name_drn_pants_01_01_08=LeMarque Purple
- item_Name_drn_pants_01_01_09=LeMarque Violet
- item_Name_drn_pants_01_01_10=LeMarque White
- item_Name_drn_pants_01_01_11=LeMarque Grey
- item_Name_drn_pants_01_01_12=LeMarque Black
- item_Name_drn_pants_01_01_13=LeMarque Dark Red
- item_Name_drn_pants_01_01_14=LeMarque Sienna
- item_Name_drn_pants_01_01_15=LeMarque Tan
- item_Name_drn_pants_01_01_16=LeMarque Dark Green
- item_Name_drn_pants_01_01_17=LeMarque Aqua
- item_Name_drn_pants_01_01_18=LeMarque Twilight
- item_Name_drn_pants_01_01_19=LeMarque Imperial
- item_Name_drn_pants_01_01_20=LeMarque Olive
- item_Name_drn_senator_pants_03=Ember
- item_Name_drn_senator_shirt_03_01_01=Aero
- item_Name_drn_shoes_01_01_01=Kino
- item_Name_drn_shoes_01_01_02=Kino Red
- item_Name_drn_shoes_01_01_03=Kino Orange
- item_Name_drn_shoes_01_01_04=Kino Yellow
- item_Name_drn_shoes_01_01_05=Kino Green
- item_Name_drn_shoes_01_01_06=Kino Seagreen
- item_Name_drn_shoes_01_01_07=Kino Blue
- item_Name_drn_shoes_01_01_08=Kino Purple
- item_Name_drn_shoes_01_01_09=Kino Violet
- item_Name_drn_shoes_01_01_10=Kino White
- item_Name_drn_shoes_01_01_11=Kino Grey
- item_Name_drn_shoes_01_01_12=Kino Black
- item_Name_drn_shoes_01_01_13=Kino Dark Red
- item_Name_drn_shoes_01_01_14=Kino Sienna
- item_Name_drn_shoes_01_01_15=Kino Tan
- item_Name_drn_shoes_01_01_16=Kino Dark Green
- item_Name_drn_shoes_01_01_17=Kino Aqua
- item_Name_drn_shoes_01_01_18=Kino Twilight
- item_Name_drn_shoes_01_01_19=Kino Imperial
- item_Name_drn_shoes_01_01_20=Kino Olive
- item_Name_ELD_Jacket_01_01_01=Archibald Cinder
- item_Name_ELD_Jacket_01_01_11=Archibald Smoke
- item_Name_ELD_Jacket_01_01_13=Archibald Hearth
- item_Name_ELD_Jacket_01_01_14=Archibald Autumn
- item_Name_ELD_Jacket_01_01_15=Archibald Canvas
- item_Name_ELD_Jacket_02_01_01=Geoffrey
- item_Name_ELD_jacket_03_01_01=Parvat Stony Brae
- item_Name_ELD_jacket_03_01_03=Parvat Autumn Amber
- item_Name_ELD_jacket_03_01_10=Parvat Snow Hearth
- item_Name_ELD_jacket_03_01_16=Parvat Frozen Spring
- item_Name_ELD_Pants_01_01_01=78-WH
- item_Name_ELD_Pants_01_01_02=78-GR
- item_Name_ELD_Pants_01_01_03=78-BL
- item_Name_ELD_Pants_01_02_01=99-GR/BL
- item_Name_ELD_Pants_01_02_02=99-BR/BL
- item_Name_ELD_Pants_02_01_01=88-RD
- item_Name_ELD_Pants_02_01_02=88-TN
- item_Name_eld_pants_02_cvx01_01=88-BR
- item_Name_ELD_Pants_03_01_01=EQ-B
- item_Name_ELD_Pants_04_01_01=CS-L
- item_Name_ELD_Pants_05_01_01=55-GR
- item_Name_ELD_Shirt_01_01_01=Hannu
- item_Name_ELD_Shirt_02_01_01=Shackleton
- item_Name_ELD_Shirt_03_01_01=Balboa
- item_Name_ELD_Shirt_04_01_01=[PH] ELD - shirt (04) - name
- item_Name_ELD_shirt_04_01_big_bennys=Big Benny's T-shirt
- item_Name_ELD_shirt_04_01_Cubby_blast=Cubby Blast T-shirt
- item_Name_ELD_shirt_04_01_dumpers_depo=Dumper's Depot T-shirt
- item_Name_ELD_shirt_04_01_G-loc=G-Loc T-shirt
- item_Name_ELD_shirt_04_01_pips=Pips T-shirt
- item_Name_ELD_shirt_04_01_torpedo_burrito=Torpedo Burrito T-shirt
- item_Name_eld_shirt_04_aegis_dec=Aegis Dynamics T-shirt
- item_Name_eld_shirt_04_anvil_dec=Anvil Aerospace T-shirt
- item_Name_eld_shirt_04_argo_dec=Argo Astronautics T-shirt
- item_Name_ELD_Shirt_04_assistance_dec=Rescue Required
- item_Name_eld_shirt_04_consolidated_dec=Consolidated Outland T-shirt
- item_Name_eld_shirt_04_crusader_dec=Crusader Industries T-shirt
- item_Name_eld_shirt_04_drake_dec=Drake Interplanetary T-shirt
- item_Name_ELD_Shirt_04_ejection_dec=Ejection Rejection
- item_Name_eld_shirt_04_expo_dec=Intergalactic Aerospace Expo T-shirt
- item_Name_ELD_Shirt_04_grimhex_dec=Lost Wallet
- item_Name_ELD_Shirt_04_lorville_dec=Lorville Blues
- item_Name_eld_shirt_04_misc_dec=MISC T-shirt
- item_Name_ELD_Shirt_04_olisar_dec=Stuck at Olisar
- item_Name_eld_shirt_04_origin_dec=Origin Jumpworks T-shirt
- item_Name_ELD_Shirt_04_required_dec=Vacuums Kill
- item_Name_eld_shirt_04_rsi_dec=RSI T-shirt
- item_Name_EVL_glasses_01=Theatres of War: Supreme Glasses
- item_Name_EVL_Jacket_01_01_01=Manaslu
- item_Name_EVL_Jacket_01_01_ruso=Manaslu Rust Society
- item_Name_eyes_black=Black
- item_Name_eyes_blue=Blue
- item_Name_eyes_brown=Brown
- item_Name_eyes_green=Green
- item_Name_eyes_hazel=Hazel
- item_Name_eyes_orange=Amber
- item_Name_eyes_purple=Violet
- item_Name_eyes_red=Crimson
- item_Name_eyes_white=Pearl
- item_Name_eyes_yellow=Yellow
- item_Name_FIO_glasses_01=Sarrab
- item_Name_FIO_glasses_02=Ectio
- item_Name_fio_gloves_01_01_01=Ventra
- item_Name_fio_gloves_01_01_02=Ventra Red
- item_Name_fio_gloves_01_01_03=Ventra Orange
- item_Name_fio_gloves_01_01_04=Ventra Yellow
- item_Name_fio_gloves_01_01_05=Ventra Green
- item_Name_fio_gloves_01_01_06=Ventra Seagreen
- item_Name_fio_gloves_01_01_07=Ventra Blue
- item_Name_fio_gloves_01_01_08=Ventra Purple
- item_Name_fio_gloves_01_01_09=Ventra Violet
- item_Name_fio_gloves_01_01_10=Ventra White
- item_Name_fio_gloves_01_01_11=Ventra Grey
- item_Name_fio_gloves_01_01_12=Ventra Black
- item_Name_fio_gloves_01_01_13=Ventra Dark Red
- item_Name_fio_gloves_01_01_14=Ventra Sienna
- item_Name_fio_gloves_01_01_15=Ventra Tan
- item_Name_fio_gloves_01_01_16=Ventra Dark Green
- item_Name_fio_gloves_01_01_17=Ventra Aqua
- item_Name_fio_gloves_01_01_18=Ventra Twilight
- item_Name_fio_gloves_01_01_19=Ventra Imperial
- item_Name_fio_gloves_01_01_20=Ventra Olive
- item_Name_fio_jacket_01_01_01=Ati
- item_Name_fio_jacket_01_01_02=Ati Red
- item_Name_fio_jacket_01_01_03=Ati Orange
- item_Name_fio_jacket_01_01_04=Ati Yellow
- item_Name_fio_jacket_01_01_05=Ati Green
- item_Name_fio_jacket_01_01_06=Ati Seagreen
- item_Name_fio_jacket_01_01_07=Ati Blue
- item_Name_fio_jacket_01_01_08=Ati Purple
- item_Name_fio_jacket_01_01_09=Ati Violet
- item_Name_fio_jacket_01_01_10=Ati White
- item_Name_fio_jacket_01_01_11=Ati Grey
- item_Name_fio_jacket_01_01_12=Ati Black
- item_Name_fio_jacket_01_01_13=Ati Dark Red
- item_Name_fio_jacket_01_01_14=Ati Sienna
- item_Name_fio_jacket_01_01_15=Ati Tan
- item_Name_fio_jacket_01_01_16=Ati Dark Green
- item_Name_fio_jacket_01_01_17=Ati Aqua
- item_Name_fio_jacket_01_01_18=Ati Twilight
- item_Name_fio_jacket_01_01_19=Ati Imperial
- item_Name_fio_jacket_01_01_20=Ati Olive
- item_Name_fio_pants_01_01_01=Lillo
- item_Name_fio_pants_01_01_02=Lillo Red
- item_Name_fio_pants_01_01_03=Lillo Orange
- item_Name_fio_pants_01_01_04=Lillo Yellow
- item_Name_fio_pants_01_01_05=Lillo Green
- item_Name_fio_pants_01_01_06=Lillo Seagreen
- item_Name_fio_pants_01_01_07=Lillo Blue
- item_Name_fio_pants_01_01_08=Lillo Purple
- item_Name_fio_pants_01_01_09=Lillo Violet
- item_Name_fio_pants_01_01_10=Lillo White
- item_Name_fio_pants_01_01_11=Lillo Grey
- item_Name_fio_pants_01_01_12=Lillo Black
- item_Name_fio_pants_01_01_13=Lillo Dark Red
- item_Name_fio_pants_01_01_14=Lillo Sienna
- item_Name_fio_pants_01_01_15=Lillo Tan
- item_Name_fio_pants_01_01_16=Lillo Dark Green
- item_Name_fio_pants_01_01_17=Lillo Aqua
- item_Name_fio_pants_01_01_18=Lillo Twilight
- item_Name_fio_pants_01_01_19=Lillo Imperial
- item_Name_fio_pants_01_01_20=Lillo Olive
- item_Name_fio_shirt_01_01_01=Concept
- item_Name_fio_shirt_01_01_02=Concept Red
- item_Name_fio_shirt_01_01_03=Concept Orange
- item_Name_fio_shirt_01_01_04=Concept Yellow
- item_Name_fio_shirt_01_01_05=Concept Green
- item_Name_fio_shirt_01_01_06=Concept Seagreen
- item_Name_fio_shirt_01_01_07=Concept Blue
- item_Name_fio_shirt_01_01_08=Concept Purple
- item_Name_fio_shirt_01_01_09=Concept Violet
- item_Name_fio_shirt_01_01_10=Concept White
- item_Name_fio_shirt_01_01_11=Concept Grey
- item_Name_fio_shirt_01_01_12=Concept Black
- item_Name_fio_shirt_01_01_13=Concept Dark Red
- item_Name_fio_shirt_01_01_14=Concept Sienna
- item_Name_fio_shirt_01_01_15=Concept Tan
- item_Name_fio_shirt_01_01_16=Concept Dark Green
- item_Name_fio_shirt_01_01_17=Concept Aqua
- item_Name_fio_shirt_01_01_18=Concept Twilight
- item_Name_fio_shirt_01_01_19=Concept Imperial
- item_Name_fio_shirt_01_01_20=Concept Olive
- item_Name_fio_shirt_02_01_01=Deo
- item_Name_fio_shirt_02_01_02=Deo Red
- item_Name_fio_shirt_02_01_03=Deo Orange
- item_Name_fio_shirt_02_01_04=Deo Yellow
- item_Name_fio_shirt_02_01_05=Deo Green
- item_Name_fio_shirt_02_01_06=Deo Seagreen
- item_Name_fio_shirt_02_01_07=Deo Blue
- item_Name_fio_shirt_02_01_08=Deo Purple
- item_Name_fio_shirt_02_01_09=Deo Violet
- item_Name_fio_shirt_02_01_10=Deo White
- item_Name_fio_shirt_02_01_11=Deo Grey
- item_Name_fio_shirt_02_01_12=Deo Black
- item_Name_fio_shirt_02_01_13=Deo Dark Red
- item_Name_fio_shirt_02_01_14=Deo Sienna
- item_Name_fio_shirt_02_01_15=Deo Tan
- item_Name_fio_shirt_02_01_16=Deo Dark Green
- item_Name_fio_shirt_02_01_17=Deo Aqua
- item_Name_fio_shirt_02_01_18=Deo Twilight
- item_Name_fio_shirt_02_01_19=Deo Imperial
- item_Name_fio_shirt_02_01_20=Deo Desert
- item_Name_fio_shoes_01_01_01=Prim
- item_Name_fio_shoes_01_01_02=Prim Red
- item_Name_fio_shoes_01_01_03=Prim Orange
- item_Name_fio_shoes_01_01_04=Prim Yellow
- item_Name_fio_shoes_01_01_05=Prim Green
- item_Name_fio_shoes_01_01_06=Prim Seagreen
- item_Name_fio_shoes_01_01_07=Prim Blue
- item_Name_fio_shoes_01_01_08=Prim Purple
- item_Name_fio_shoes_01_01_09=Prim Violet
- item_Name_fio_shoes_01_01_10=Prim White
- item_Name_fio_shoes_01_01_11=Prim Grey
- item_Name_fio_shoes_01_01_12=Prim Black
- item_Name_fio_shoes_01_01_13=Prim Dark Red
- item_Name_fio_shoes_01_01_14=Prim Sienna
- item_Name_fio_shoes_01_01_15=Prim Tan
- item_Name_fio_shoes_01_01_16=Prim Dark Green
- item_Name_fio_shoes_01_01_17=Prim Aqua
- item_Name_fio_shoes_01_01_18=Prim Twilight
- item_Name_fio_shoes_01_01_19=Prim Imperial
- item_Name_fio_shoes_01_01_20=Prim Olive
- item_Name_FLGT_Controller=SELF STATUS
- item_Name_frontier_sandnomad_armor_01=Microid Battle Suit
- item_Name_frontier_sandnomad_armor_01_Shared=The Microid Battle Suit is designed out of interlocking hardened composite technology to provide you maximum protection against everything from incoming fire to environmental hazards. The Microid utilizes TrueSight technology to keep you aware and in the fight.
- item_Name_frontier_sandnomad_armor_helmet_01=Microid Battle Suit Helmet
- item_Name_GSB_Boots_01_01_01=Wanderer Base
- item_Name_gsb_boots_01_01_02=Wanderer Redline
- item_Name_gsb_boots_01_01_15=Wanderer Nomad
- item_Name_gsb_boots_01_01_16=Wanderer Rocky
- item_Name_gsb_boots_01_01_20=Wanderer Forest
- item_Name_GSB_boots_01_01_imperator=Wanderer "Pathfinder"
- item_Name_gsb_boots_02_01_01=LifeCore
- item_Name_gsb_boots_03_01_01=Toughlife
- item_Name_gsb_boots_03_01_02=Toughlife Red
- item_Name_gsb_boots_03_01_03=Toughlife Orange
- item_Name_gsb_boots_03_01_04=Toughlife Yellow
- item_Name_gsb_boots_03_01_05=Toughlife Green
- item_Name_gsb_boots_03_01_06=Toughlife Seagreen
- item_Name_gsb_boots_03_01_07=Toughlife Blue
- item_Name_gsb_boots_03_01_08=Toughlife Purple
- item_Name_gsb_boots_03_01_09=Toughlife Violet
- item_Name_gsb_boots_03_01_10=Toughlife White
- item_Name_gsb_boots_03_01_11=Toughlife Grey
- item_Name_gsb_boots_03_01_12=Toughlife Black
- item_Name_gsb_boots_03_01_13=Toughlife Dark Red
- item_Name_gsb_boots_03_01_14=Toughlife Sienna
- item_Name_gsb_boots_03_01_15=Toughlife Tan
- item_Name_gsb_boots_03_01_16=Toughlife Dark Green
- item_Name_gsb_boots_03_01_17=Toughlife Aqua
- item_Name_gsb_boots_03_01_18=Toughlife Twilight
- item_Name_gsb_boots_03_01_19=Toughlife Imperial
- item_Name_gsb_boots_03_01_20=Toughlife Olive
- item_Name_gsb_boots_04_01_01=Landlite
- item_Name_gsb_boots_04_01_02=Landlite Red
- item_Name_gsb_boots_04_01_03=Landlite Orange
- item_Name_gsb_boots_04_01_04=Landlite Yellow
- item_Name_gsb_boots_04_01_05=Landlite Green
- item_Name_gsb_boots_04_01_06=Landlite Seagreen
- item_Name_gsb_boots_04_01_07=Landlite Blue
- item_Name_gsb_boots_04_01_08=Landlite Purple
- item_Name_gsb_boots_04_01_09=Landlite Violet
- item_Name_gsb_boots_04_01_10=Landlite White
- item_Name_gsb_boots_04_01_11=Landlite Grey
- item_Name_gsb_boots_04_01_12=Landlite Black
- item_Name_gsb_boots_04_01_13=Landlite Dark Red
- item_Name_gsb_boots_04_01_14=Landlite Sienna
- item_Name_gsb_boots_04_01_15=Landlite Tan
- item_Name_gsb_boots_04_01_16=Landlite Dark Green
- item_Name_gsb_boots_04_01_17=Landlite Aqua
- item_Name_gsb_boots_04_01_18=Landlite Twilight
- item_Name_gsb_boots_04_01_19=Landlite Imperial
- item_Name_gsb_boots_04_01_20=Landlite Olive
- item_Name_GSB_boots_04_01_centurion=Landlite "Voyager"
- item_Name_GSB_Shoes_01_01_01=Bedrock
- item_Name_gys_hathor_hat_01_01_01=Theatres of War: Hathor Group Hat
- item_Name_gys_helmet_01_01_01=Ready-Up
- item_Name_gys_helmet_01_01_02=Ready-Up Red
- item_Name_gys_helmet_01_01_03=Ready-Up Orange
- item_Name_gys_helmet_01_01_04=Ready-Up Yellow
- item_Name_gys_helmet_01_01_05=Ready-Up Green
- item_Name_gys_helmet_01_01_06=Ready-Up Seagreen
- item_Name_gys_helmet_01_01_07=Ready-Up Blue
- item_Name_gys_helmet_01_01_08=Ready-Up Purple
- item_Name_gys_helmet_01_01_09=Ready-Up Violet
- item_Name_gys_helmet_01_01_10=Ready-Up White
- item_Name_gys_helmet_01_01_11=Ready-Up Grey
- item_Name_gys_helmet_01_01_12=Ready-Up Black
- item_Name_gys_helmet_01_01_13=Ready-Up Dark Red
- item_Name_gys_helmet_01_01_14=Ready-Up Sienna
- item_Name_gys_helmet_01_01_15=Ready-Up Tan
- item_Name_gys_helmet_01_01_16=Ready-Up Dark Green
- item_Name_gys_helmet_01_01_17=Ready-Up Aqua
- item_Name_gys_helmet_01_01_18=Ready-Up Twilight
- item_Name_gys_helmet_01_01_19=Ready-Up Imperial
- item_Name_gys_helmet_01_01_20=Ready-Up Olive
- item_Name_GYS_helmet_01_01_imperator=Ready-Up "Pathfinder"
- item_name_hackingchip_001=FUNT
- item_name_hackingchip_002=Ripper
- item_name_hackingchip_003=Tigersclaw
- item_name_hackingchip_004=Re-Authorizer
- item_name_hackingchip_005=Walesko
- item_Name_HairMod_black=Black
- item_Name_HairMod_blonde=Blonde
- item_Name_HairMod_blue_black=Blue/Black
- item_Name_HairMod_brown=Brown
- item_Name_HairMod_dark_blonde=Dark Blonde
- item_Name_HairMod_dark_brown=Dark Brown
- item_Name_HairMod_dark_red=Dark Red
- item_Name_HairMod_grey=Grey
- item_Name_HairMod_light_blonde=Light Blonde
- item_Name_HairMod_light_brown=Light Brown
- item_Name_HairMod_light_grey=Light Grey
- item_Name_HairMod_light_red=Light Red
- item_Name_HairMod_medium_blonde=Medium Blonde
- item_Name_HairMod_medium_brown=Medium Brown
- item_Name_HairMod_medium_red=Medium Red
- item_Name_HairMod_red=Red
- item_Name_HairMod_red_black=Red/Black
- item_Name_HDH_Hat_01_01_01=Rabum
- item_Name_HeatSink=Heat Sink
- item_Name_HTNK_Default=Hydrogen Fuel Tank
- item_Name_HWK_Shoes_01_01_01=Couloir WhiteHex
- item_Name_HWK_Shoes_01_01_02=Couloir White
- item_Name_HWK_Shoes_01_01_03=Couloir Crimson
- item_Name_HWK_Shoes_01_01_04=Couloir Brown
- item_Name_HWK_Shoes_01_01_05=Couloir BrownHex
- item_Name_HWK_Shoes_02_01_01=De Leon Black
- item_Name_INTK_Default=Fuel Intake
- item_Name_ksar_light_armor_01_arms=Microid Battle Suit Arms
- item_Name_ksar_light_armor_01_core=Microid Battle Suit Core
- item_Name_ksar_light_armor_01_helmet=Microid Battle Suit Helmet
- item_Name_ksar_light_armor_01_legs=Microid Battle Suit Legs
- item_Name_ksar_undersuit_01=Scaleweave Undersuit
- item_Name_LIGHT_Controller=LIGHTS
- item_Name_M116A_S1_Q1=HYPR M1-16A Thruster
- item_Name_M116B_S1_Q1=HYPR M1-16B Thruster
- item_Name_MYM_shirt_01_01_01=Davlos Charcoal
- item_Name_MYM_shirt_01_01_03=Davlos Mustard
- item_Name_MYM_shirt_01_01_11=Davlos Steel
- item_Name_MYM_shirt_01_01_12=Davlos Night
- item_Name_MYM_shirt_01_01_20=Davlos Chestnut
- item_Name_MYM_Shirt_02_01_01=Atavi Dark
- item_Name_MYM_Shirt_02_01_06=Atavi Multi-blue
- item_Name_MYM_Shirt_02_01_10=Atavi White Gold
- item_Name_MYM_Shirt_02_01_11=Atavi Gainsboro
- item_Name_MYM_Shirt_02_01_15=Atavi Olive
- item_Name_MYM_shirt_02_01_imperator=Atavi "Pathfinder"
- item_Name_mym_shirt_03_01_01=Livia
- item_Name_nbr_hat_01_01_01=[PLACEHOLDER] Base
- item_Name_NRS_Shoes_01_01_01=RipTops
- item_Name_NRS_Shoes_02_01_01=Hi&Tight
- item_Name_nrs_shoes_03_01_01=Li-Tok
- item_Name_nrs_shoes_03_01_02=Li-Tok Red
- item_Name_nrs_shoes_03_01_03=Li-Tok Orange
- item_Name_nrs_shoes_03_01_04=Li-Tok Yellow
- item_Name_nrs_shoes_03_01_05=Li-Tok Green
- item_Name_nrs_shoes_03_01_06=Li-Tok Seagreen
- item_Name_nrs_shoes_03_01_07=Li-Tok Blue
- item_Name_nrs_shoes_03_01_08=Li-Tok Purple
- item_Name_nrs_shoes_03_01_09=Li-Tok Violet
- item_Name_nrs_shoes_03_01_10=Li-Tok White
- item_Name_nrs_shoes_03_01_11=Li-Tok Grey
- item_Name_nrs_shoes_03_01_12=Li-Tok Black
- item_Name_nrs_shoes_03_01_13=Li-Tok Dark Red
- item_Name_nrs_shoes_03_01_14=Li-Tok Sienna
- item_Name_nrs_shoes_03_01_15=Li-Tok Tan
- item_Name_nrs_shoes_03_01_16=Li-Tok Dark Green
- item_Name_nrs_shoes_03_01_17=Li-Tok Aqua
- item_Name_nrs_shoes_03_01_18=Li-Tok Twilight
- item_Name_nrs_shoes_03_01_19=Li-Tok Imperial
- item_Name_nrs_shoes_03_01_20=Li-Tok Olive
- item_Name_nrs_shoes_05_01_01=Ardent
- item_Name_nrs_shoes_05_01_02=Ardent Red
- item_Name_nrs_shoes_05_01_03=Ardent Orange
- item_Name_nrs_shoes_05_01_04=Ardent Yellow
- item_Name_nrs_shoes_05_01_05=Ardent Green
- item_Name_nrs_shoes_05_01_06=Ardent Seagreen
- item_Name_nrs_shoes_05_01_07=Ardent Blue
- item_Name_nrs_shoes_05_01_08=Ardent Purple
- item_Name_nrs_shoes_05_01_09=Ardent Violet
- item_Name_nrs_shoes_05_01_10=Ardent White
- item_Name_nrs_shoes_05_01_11=Ardent Grey
- item_Name_nrs_shoes_05_01_12=Ardent Black
- item_Name_nrs_shoes_05_01_13=Ardent Dark Red
- item_Name_nrs_shoes_05_01_14=Ardent Sienna
- item_Name_nrs_shoes_05_01_15=Ardent Tan
- item_Name_nrs_shoes_05_01_16=Ardent Dark Green
- item_Name_nrs_shoes_05_01_17=Ardent Aqua
- item_Name_nrs_shoes_05_01_18=Ardent Twilight
- item_Name_nrs_shoes_05_01_19=Ardent Imperial
- item_Name_nrs_shoes_05_01_20=Ardent Olive
- item_Name_nvy_deckcrew_glasses_01=Panova Utility Goggles
- item_Name_nvy_pilot_flightsuit=OMNI-CFS-Diamond
- item_Name_nvy_pilot_flightsuit_armor=AVS-E
- item_Name_nvy_pilot_flightsuit_helmet_01=APOS Helmet
- item_Name_nvy_pilot_flightsuit_helmet_01_colton=APOS Helmet
- item_Name_nvy_shoes_01_01_01=Waylite Cobalt
- item_Name_nvy_shoes_01_01_13=Waylite Crimson
- item_Name_nvy_shoes_01_01_15=Waylite Desert
- item_Name_nvy_shoes_01_01_20=Waylite Chestnut
- item_Name_nvy_shoes_01_01_gld=Waylite Gold
- item_Name_nvy_training_shorts_01=ActiveWear
- item_Name_nvy_training_shorts_01_01_02=ActiveWear
- item_Name_nvy_training_sneakers_01=DF80s
- item_Name_oct_glasses_01=Apex
- item_Name_oct_glasses_02=Apex
- item_Name_oct_glasses_03=Apex
- item_Name_oct_glasses_Shared=Tough but stylish, these all-purpose performance glasses utilize scratch-resitant lens technology to keep your vision clear during training or competition.
- item_Name_omc_light_armor_arms_01=Bastion Arms
- item_Name_omc_light_armor_core_01=Bastion Core
- item_Name_omc_light_armor_helmet_01=Bastion Helmet
- item_Name_omc_light_armor_legs_01=Bastion Legs
- item_Name_omc_undersuit_armor=Foundation Undersuit
- item_Name_ops_jacket_01_01_01=Nyman
- item_Name_ops_jacket_01_01_02=Nyman Red
- item_Name_ops_jacket_01_01_03=Nyman Orange
- item_Name_ops_jacket_01_01_04=Nyman Yellow
- item_Name_ops_jacket_01_01_05=Nyman Green
- item_Name_ops_jacket_01_01_06=Nyman Seagreen
- item_Name_ops_jacket_01_01_07=Nyman Blue
- item_Name_ops_jacket_01_01_08=Nyman Purple
- item_Name_ops_jacket_01_01_09=Nyman Violet
- item_Name_ops_jacket_01_01_10=Nyman White
- item_Name_ops_jacket_01_01_11=Nyman Grey
- item_Name_ops_jacket_01_01_12=Nyman Black
- item_Name_ops_jacket_01_01_13=Nyman Dark Red
- item_Name_ops_jacket_01_01_14=Nyman Sienna
- item_Name_ops_jacket_01_01_15=Nyman Tan
- item_Name_ops_jacket_01_01_16=Nyman Dark Green
- item_Name_ops_jacket_01_01_17=Nyman Aqua
- item_Name_ops_jacket_01_01_18=Nyman Twilight
- item_Name_ops_jacket_01_01_19=Nyman Imperial
- item_Name_ops_jacket_01_01_20=Nyman Olive
- item_Name_ops_jacket_03_01_01=Tuvois
- item_Name_ops_jacket_03_01_02=Tuvois Red
- item_Name_ops_jacket_03_01_03=Tuvois Orange
- item_Name_ops_jacket_03_01_04=Tuvois Yellow
- item_Name_ops_jacket_03_01_05=Tuvois Green
- item_Name_ops_jacket_03_01_06=Tuvois Seagreen
- item_Name_ops_jacket_03_01_07=Tuvois Blue
- item_Name_ops_jacket_03_01_08=Tuvois Purple
- item_Name_ops_jacket_03_01_09=Tuvois Violet
- item_Name_ops_jacket_03_01_10=Tuvois White
- item_Name_ops_jacket_03_01_11=Tuvois Grey
- item_Name_ops_jacket_03_01_12=Tuvois Black
- item_Name_ops_jacket_03_01_13=Tuvois Dark Red
- item_Name_ops_jacket_03_01_14=Tuvois Sienna
- item_Name_ops_jacket_03_01_15=Tuvois Tan
- item_Name_ops_jacket_03_01_16=Tuvois Dark Green
- item_Name_ops_jacket_03_01_17=Tuvois Aqua
- item_Name_ops_jacket_03_01_18=Tuvois Twilight
- item_Name_ops_jacket_03_01_19=Tuvois Imperial
- item_Name_ops_jacket_03_01_20=Tuvois Olive
- item_Name_ops_jacket_04_01_01=Libio
- item_Name_ops_jacket_04_01_02=Libio Red
- item_Name_ops_jacket_04_01_03=Libio Orange
- item_Name_ops_jacket_04_01_04=Libio Yellow
- item_Name_ops_jacket_04_01_05=Libio Green
- item_Name_ops_jacket_04_01_06=Libio Seagreen
- item_Name_ops_jacket_04_01_07=Libio Blue
- item_Name_ops_jacket_04_01_08=Libio Purple
- item_Name_ops_jacket_04_01_09=Libio Violet
- item_Name_ops_jacket_04_01_10=Libio White
- item_Name_ops_jacket_04_01_11=Libio Grey
- item_Name_ops_jacket_04_01_12=Libio Black
- item_Name_ops_jacket_04_01_13=Libio Dark Red
- item_Name_ops_jacket_04_01_14=Libio Sienna
- item_Name_ops_jacket_04_01_15=Libio Tan
- item_Name_ops_jacket_04_01_16=Libio Dark Green
- item_Name_ops_jacket_04_01_17=Libio Aqua
- item_Name_ops_jacket_04_01_18=Libio Twilight
- item_Name_ops_jacket_04_01_19=Libio Imperial
- item_Name_ops_jacket_04_01_20=Libio Olive
- item_Name_ops_jacket_06_01_01=[PH] OPS - jacket - description
- item_Name_OPS_Pants_01_01_01=Devereaux
- item_Name_ops_pants_02_01_01=Mivaldi
- item_Name_ops_pants_02_01_02=Mivaldi Red
- item_Name_ops_pants_02_01_03=Mivaldi Orange
- item_Name_ops_pants_02_01_04=Mivaldi Yellow
- item_Name_ops_pants_02_01_05=Mivaldi Green
- item_Name_ops_pants_02_01_06=Mivaldi Seagreen
- item_Name_ops_pants_02_01_07=Mivaldi Blue
- item_Name_ops_pants_02_01_08=Mivaldi Purple
- item_Name_ops_pants_02_01_09=Mivaldi Violet
- item_Name_ops_pants_02_01_10=Mivaldi White
- item_Name_ops_pants_02_01_11=Mivaldi Grey
- item_Name_ops_pants_02_01_12=Mivaldi Black
- item_Name_ops_pants_02_01_13=Mivaldi Dark Red
- item_Name_ops_pants_02_01_14=Mivaldi Sienna
- item_Name_ops_pants_02_01_15=Mivaldi Tan
- item_Name_ops_pants_02_01_16=Mivaldi Dark Green
- item_Name_ops_pants_02_01_17=Mivaldi Aqua
- item_Name_ops_pants_02_01_18=Mivaldi Twilight
- item_Name_ops_pants_02_01_19=Mivaldi Imperial
- item_Name_ops_pants_02_01_20=Mivaldi Olive
- item_Name_ops_pants_05_01_01=[PH] OPS - pants - description
- item_Name_OPS_shirt_01_01_01=Thorby
- item_Name_ops_shirt_04_01_01=[PH] OPS - shirt - description
- item_Name_ops_shoes_02_01_01=[PH] OPS - shoes - description
- item_Name_OPS_Torso_Jacket_01_01=(PH) F_OPS_Torso_Jacket_01_01
- item_Name_Outlaw_Heavy_Helmet=Slugger
- item_Name_outlaw_legacy_armor_light_arms_01_01_01=Lynx Arms Base
- item_Name_outlaw_legacy_armor_light_arms_01_01_02=Lynx Arms Red
- item_Name_outlaw_legacy_armor_light_arms_01_01_03=Lynx Arms Orange
- item_Name_outlaw_legacy_armor_light_arms_01_01_04=Lynx Arms Yellow
- item_Name_outlaw_legacy_armor_light_arms_01_01_05=Lynx Arms Green
- item_Name_outlaw_legacy_armor_light_arms_01_01_06=Lynx Arms Seagreen
- item_Name_outlaw_legacy_armor_light_arms_01_01_07=Lynx Arms Blue
- item_Name_outlaw_legacy_armor_light_arms_01_01_08=Lynx Arms Purple
- item_Name_outlaw_legacy_armor_light_arms_01_01_09=Lynx Arms Violet
- item_Name_outlaw_legacy_armor_light_arms_01_01_10=Lynx Arms White
- item_Name_outlaw_legacy_armor_light_arms_01_01_11=Lynx Arms Grey
- item_Name_outlaw_legacy_armor_light_arms_01_01_12=Lynx Arms Black
- item_Name_outlaw_legacy_armor_light_arms_01_01_13=Lynx Arms Dark Red
- item_Name_outlaw_legacy_armor_light_arms_01_01_14=Lynx Arms Sienna
- item_Name_outlaw_legacy_armor_light_arms_01_01_15=Lynx Arms Tan
- item_Name_outlaw_legacy_armor_light_arms_01_01_16=Lynx Arms Dark Green
- item_Name_outlaw_legacy_armor_light_arms_01_01_17=Lynx Arms Aqua
- item_Name_outlaw_legacy_armor_light_arms_01_01_18=Lynx Arms Twilight
- item_Name_outlaw_legacy_armor_light_arms_01_01_19=Lynx Arms Imperial
- item_Name_outlaw_legacy_armor_light_arms_01_01_20=Lynx Arms Olive
- item_Name_outlaw_legacy_armor_light_core_01_01_01=Lynx Core Base
- item_Name_outlaw_legacy_armor_light_core_01_01_02=Lynx Core Red
- item_Name_outlaw_legacy_armor_light_core_01_01_03=Lynx Core Orange
- item_Name_outlaw_legacy_armor_light_core_01_01_04=Lynx Core Yellow
- item_Name_outlaw_legacy_armor_light_core_01_01_05=Lynx Core Green
- item_Name_outlaw_legacy_armor_light_core_01_01_06=Lynx Core Seagreen
- item_Name_outlaw_legacy_armor_light_core_01_01_07=Lynx Core Blue
- item_Name_outlaw_legacy_armor_light_core_01_01_08=Lynx Core Purple
- item_Name_outlaw_legacy_armor_light_core_01_01_09=Lynx Core Violet
- item_Name_outlaw_legacy_armor_light_core_01_01_10=Lynx Core White
- item_Name_outlaw_legacy_armor_light_core_01_01_11=Lynx Core Grey
- item_Name_outlaw_legacy_armor_light_core_01_01_12=Lynx Core Black
- item_Name_outlaw_legacy_armor_light_core_01_01_13=Lynx Core Dark Red
- item_Name_outlaw_legacy_armor_light_core_01_01_14=Lynx Core Sienna
- item_Name_outlaw_legacy_armor_light_core_01_01_15=Lynx Core Tan
- item_Name_outlaw_legacy_armor_light_core_01_01_16=Lynx Core Dark Green
- item_Name_outlaw_legacy_armor_light_core_01_01_17=Lynx Core Aqua
- item_Name_outlaw_legacy_armor_light_core_01_01_18=Lynx Core Twilight
- item_Name_outlaw_legacy_armor_light_core_01_01_19=Lynx Core Imperial
- item_Name_outlaw_legacy_armor_light_core_01_01_20=Lynx Core Olive
- item_Name_outlaw_legacy_armor_light_helmet_01_01_01=Oracle Helmet Base
- item_Name_outlaw_legacy_armor_light_helmet_01_01_02=Oracle Helmet Red
- item_Name_outlaw_legacy_armor_light_helmet_01_01_03=Oracle Helmet Orange
- item_Name_outlaw_legacy_armor_light_helmet_01_01_04=Oracle Helmet Yellow
- item_Name_outlaw_legacy_armor_light_helmet_01_01_05=Oracle Helmet Green
- item_Name_outlaw_legacy_armor_light_helmet_01_01_06=Oracle Helmet Seagreen
- item_Name_outlaw_legacy_armor_light_helmet_01_01_07=Oracle Helmet Blue
- item_Name_outlaw_legacy_armor_light_helmet_01_01_08=Oracle Helmet Purple
- item_Name_outlaw_legacy_armor_light_helmet_01_01_09=Oracle Helmet Violet
- item_Name_outlaw_legacy_armor_light_helmet_01_01_10=Oracle Helmet White
- item_Name_outlaw_legacy_armor_light_helmet_01_01_11=Oracle Helmet Grey
- item_Name_outlaw_legacy_armor_light_helmet_01_01_12=Oracle Helmet Black
- item_Name_outlaw_legacy_armor_light_helmet_01_01_13=Oracle Helmet Dark Red
- item_Name_outlaw_legacy_armor_light_helmet_01_01_14=Oracle Helmet Sienna
- item_Name_outlaw_legacy_armor_light_helmet_01_01_15=Oracle Helmet Tan
- item_Name_outlaw_legacy_armor_light_helmet_01_01_16=Oracle Helmet Dark Green
- item_Name_outlaw_legacy_armor_light_helmet_01_01_17=Oracle Helmet Aqua
- item_Name_outlaw_legacy_armor_light_helmet_01_01_18=Oracle Helmet Twilight
- item_Name_outlaw_legacy_armor_light_helmet_01_01_19=Oracle Helmet Imperial
- item_Name_outlaw_legacy_armor_light_helmet_01_01_20=Oracle Helmet Olive
- item_Name_outlaw_legacy_armor_light_legs_01_01_01=Lynx Legs Base
- item_Name_outlaw_legacy_armor_light_legs_01_01_02=Lynx Legs Red
- item_Name_outlaw_legacy_armor_light_legs_01_01_03=Lynx Legs Orange
- item_Name_outlaw_legacy_armor_light_legs_01_01_04=Lynx Legs Yellow
- item_Name_outlaw_legacy_armor_light_legs_01_01_05=Lynx Legs Green
- item_Name_outlaw_legacy_armor_light_legs_01_01_06=Lynx Legs Seagreen
- item_Name_outlaw_legacy_armor_light_legs_01_01_07=Lynx Legs Blue
- item_Name_outlaw_legacy_armor_light_legs_01_01_08=Lynx Legs Purple
- item_Name_outlaw_legacy_armor_light_legs_01_01_09=Lynx Legs Violet
- item_Name_outlaw_legacy_armor_light_legs_01_01_10=Lynx Legs White
- item_Name_outlaw_legacy_armor_light_legs_01_01_11=Lynx Legs Grey
- item_Name_outlaw_legacy_armor_light_legs_01_01_12=Lynx Legs Black
- item_Name_outlaw_legacy_armor_light_legs_01_01_13=Lynx Legs Dark Red
- item_Name_outlaw_legacy_armor_light_legs_01_01_14=Lynx Legs Sienna
- item_Name_outlaw_legacy_armor_light_legs_01_01_15=Lynx Legs Tan
- item_Name_outlaw_legacy_armor_light_legs_01_01_16=Lynx Legs Dark Green
- item_Name_outlaw_legacy_armor_light_legs_01_01_17=Lynx Legs Aqua
- item_Name_outlaw_legacy_armor_light_legs_01_01_18=Lynx Legs Twilight
- item_Name_outlaw_legacy_armor_light_legs_01_01_19=Lynx Legs Imperial
- item_Name_outlaw_legacy_armor_light_legs_01_01_20=Lynx Legs Olive
- item_Name_outlaw_legacy_armor_medium_arms_01_01_01=Inquisitor Arms Base
- item_Name_outlaw_legacy_armor_medium_arms_01_01_02=Inquisitor Arms Red
- item_Name_outlaw_legacy_armor_medium_arms_01_01_03=Inquisitor Arms Orange
- item_Name_outlaw_legacy_armor_medium_arms_01_01_04=Inquisitor Arms Yellow
- item_Name_outlaw_legacy_armor_medium_arms_01_01_05=Inquisitor Arms Green
- item_Name_outlaw_legacy_armor_medium_arms_01_01_06=Inquisitor Arms Seagreen
- item_Name_outlaw_legacy_armor_medium_arms_01_01_07=Inquisitor Arms Blue
- item_Name_outlaw_legacy_armor_medium_arms_01_01_08=Inquisitor Arms Purple
- item_Name_outlaw_legacy_armor_medium_arms_01_01_09=Inquisitor Arms Violet
- item_Name_outlaw_legacy_armor_medium_arms_01_01_10=Inquisitor Arms White
- item_Name_outlaw_legacy_armor_medium_arms_01_01_11=Inquisitor Arms Grey
- item_Name_outlaw_legacy_armor_medium_arms_01_01_12=Inquisitor Arms Black
- item_Name_outlaw_legacy_armor_medium_arms_01_01_13=Inquisitor Arms Dark Red
- item_Name_outlaw_legacy_armor_medium_arms_01_01_14=Inquisitor Arms Sienna
- item_Name_outlaw_legacy_armor_medium_arms_01_01_15=Inquisitor Arms Tan
- item_Name_outlaw_legacy_armor_medium_arms_01_01_16=Inquisitor Arms Dark Green
- item_Name_outlaw_legacy_armor_medium_arms_01_01_17=Inquisitor Arms Aqua
- item_Name_outlaw_legacy_armor_medium_arms_01_01_18=Inquisitor Arms Twilight
- item_Name_outlaw_legacy_armor_medium_arms_01_01_19=Inquisitor Arms Imperial
- item_Name_outlaw_legacy_armor_medium_arms_01_01_20=Inquisitor Arms Olive
- item_Name_outlaw_legacy_armor_medium_core_01_01_01=Inquisitor Core
- item_Name_outlaw_legacy_armor_medium_core_01_01_02=Inquisitor Core Red
- item_Name_outlaw_legacy_armor_medium_core_01_01_03=Inquisitor Core Orange
- item_Name_outlaw_legacy_armor_medium_core_01_01_04=Inquisitor Core Yellow
- item_Name_outlaw_legacy_armor_medium_core_01_01_05=Inquisitor Core Green
- item_Name_outlaw_legacy_armor_medium_core_01_01_06=Inquisitor Core Seagreen
- item_Name_outlaw_legacy_armor_medium_core_01_01_07=Inquisitor Core Blue
- item_Name_outlaw_legacy_armor_medium_core_01_01_08=Inquisitor Core Purple
- item_Name_outlaw_legacy_armor_medium_core_01_01_09=Inquisitor Core Violet
- item_Name_outlaw_legacy_armor_medium_core_01_01_10=Inquisitor Core White
- item_Name_outlaw_legacy_armor_medium_core_01_01_11=Inquisitor Core Grey
- item_Name_outlaw_legacy_armor_medium_core_01_01_12=Inquisitor Core Black
- item_Name_outlaw_legacy_armor_medium_core_01_01_13=Inquisitor Core Dark Red
- item_Name_outlaw_legacy_armor_medium_core_01_01_14=Inquisitor Core Sienna
- item_Name_outlaw_legacy_armor_medium_core_01_01_15=Inquisitor Core Tan
- item_Name_outlaw_legacy_armor_medium_core_01_01_16=Inquisitor Core Dark Green
- item_Name_outlaw_legacy_armor_medium_core_01_01_17=Inquisitor Core Aqua
- item_Name_outlaw_legacy_armor_medium_core_01_01_18=Inquisitor Core Twilight
- item_Name_outlaw_legacy_armor_medium_core_01_01_19=Inquisitor Core Imperial
- item_Name_outlaw_legacy_armor_medium_core_01_01_20=Inquisitor Core Olive
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_01=Morningstar Helmet Base
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_02=Morningstar Helmet Red
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_03=Morningstar Helmet Orange
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_04=Morningstar Helmet Yellow
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_05=Morningstar Helmet Green
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_06=Morningstar Helmet Seagreen
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_07=Morningstar Helmet Blue
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_08=Morningstar Helmet Purple
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_09=Morningstar Helmet Violet
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_10=Morningstar Helmet White
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_11=Morningstar Helmet Grey
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_12=Morningstar Helmet Black
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_13=Morningstar Helmet Dark Red
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_14=Morningstar Helmet Sienna
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_15=Morningstar Helmet Tan
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_16=Morningstar Helmet Dark Green
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_17=Morningstar Helmet Aqua
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_18=Morningstar Helmet Twilight
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_19=Morningstar Helmet Imperial
- item_Name_outlaw_legacy_armor_medium_helmet_01_01_20=Morningstar Helmet Olive
- item_Name_outlaw_legacy_armor_medium_legs_01_01_01=Inquisitor Legs Base
- item_Name_outlaw_legacy_armor_medium_legs_01_01_02=Inquisitor Legs Red
- item_Name_outlaw_legacy_armor_medium_legs_01_01_03=Inquisitor Legs Orange
- item_Name_outlaw_legacy_armor_medium_legs_01_01_04=Inquisitor Legs Yellow
- item_Name_outlaw_legacy_armor_medium_legs_01_01_05=Inquisitor Legs Green
- item_Name_outlaw_legacy_armor_medium_legs_01_01_06=Inquisitor Legs Seagreen
- item_Name_outlaw_legacy_armor_medium_legs_01_01_07=Inquisitor Legs Blue
- item_Name_outlaw_legacy_armor_medium_legs_01_01_08=Inquisitor Legs Purple
- item_Name_outlaw_legacy_armor_medium_legs_01_01_09=Inquisitor Legs Violet
- item_Name_outlaw_legacy_armor_medium_legs_01_01_10=Inquisitor Legs White
- item_Name_outlaw_legacy_armor_medium_legs_01_01_11=Inquisitor Legs Grey
- item_Name_outlaw_legacy_armor_medium_legs_01_01_12=Inquisitor Legs Black
- item_Name_outlaw_legacy_armor_medium_legs_01_01_13=Inquisitor Legs Dark Red
- item_Name_outlaw_legacy_armor_medium_legs_01_01_14=Inquisitor Legs Sienna
- item_Name_outlaw_legacy_armor_medium_legs_01_01_15=Inquisitor Legs Tan
- item_Name_outlaw_legacy_armor_medium_legs_01_01_16=Inquisitor Legs Dark Green
- item_Name_outlaw_legacy_armor_medium_legs_01_01_17=Inquisitor Legs Aqua
- item_Name_outlaw_legacy_armor_medium_legs_01_01_18=Inquisitor Legs Twilight
- item_Name_outlaw_legacy_armor_medium_legs_01_01_19=Inquisitor Legs Imperial
- item_Name_outlaw_legacy_armor_medium_legs_01_01_20=Inquisitor Legs Olive
- item_Name_outlaw_legacy_heavy_armor_arms=Citadel Arms Black
- item_Name_outlaw_legacy_heavy_armor_core=Citadel Core Black
- item_Name_outlaw_legacy_heavy_armor_helmet=Fortifier Helmet
- item_Name_outlaw_legacy_heavy_armor_helmet_neoni=Fortifier Neoni Mod
- item_Name_outlaw_legacy_heavy_armor_legs=Citadel Legs Black
- item_Name_outlaw_legacy_light_armor_arms=Lynx Arms Base
- item_Name_outlaw_legacy_light_armor_core=Lynx Core Base
- item_Name_outlaw_legacy_light_armor_helmet=Oracle Helmet Base
- item_Name_outlaw_legacy_light_armor_legs=Lynx Legs Base
- item_Name_Outlaw_Light_Helmet=Sparrer
- item_Name_Outlaw_Medium_Helmet=Brawler
- item_Name_POWR_ACOM_S01_LumaCore=LumaCore
- item_Name_POWR_ACOM_S02_SolarFlare=SolarFlare
- item_Name_POWR_AEGS_S01_QuadraCell=QuadraCell
- item_Name_POWR_AEGS_S02_Bolide=Bolide
- item_Name_POWR_AEGS_S02_Vortex=Vortex
- item_Name_POWR_AEGS_S03_Centurion=Centurion
- item_Name_POWR_AEGS_S03_Fulgur=Fulgur
- item_Name_POWR_AMRS_S01_DynaFlux=DynaFlux
- item_Name_POWR_AMRS_S02_ExoGen=ExoGen
- item_Name_POWR_AMRS_S02_TurboDrive=TurboDrive
- item_Name_POWR_AMRS_S03_MegaFlux=MegaFlux
- item_Name_POWR_AMRS_S03_SmartGen=SmartGen
- item_Name_POWR_Controller=POWER
- item_Name_POWR_Default=Power Plant
- item_Name_POWR_JUST_S00_Defiant=Defiant
- item_Name_POWR_JUST_S01_Breton=Breton
- item_Name_POWR_JUST_S02_Diligence=Diligence
- item_Name_POWR_JUST_S02_Sedulity=Sedulity
- item_Name_POWR_JUST_S03_Durango=Durango
- item_Name_POWR_JUST_S03_Reliance=Reliance
- item_Name_POWR_LPLT_S00_IonWave=IonWave
- item_Name_POWR_LPLT_S01_IonBurst=IonBurst
- item_Name_POWR_LPLT_S02_FullForce=FullForce
- item_Name_POWR_LPLT_S02_SparkJet=SparkJet
- item_Name_POWR_LPLT_S03_IonSurgePro=IonSurge Pro
- item_Name_POWR_SASU_S01_MagnaBloom=MagnaBloom
- item_Name_POWR_SASU_S02_Radiance=Radiance
- item_Name_POWR_SASU_S03_Celestial=Celestial
- item_Name_POWR_SASU_S03_NewDawn=NewDawn
- item_Name_POWR_TYDT_S01_Slipstream=Slipstream
- item_Name_POWR_TYDT_S02_Cirrus=Cirrus
- item_Name_POWR_VNCL_S01_HellsHeart=Hell’s Heart
- item_Name_QDRV_ARCC_S01_Burst=Burst
- item_Name_QDRV_ARCC_S02_Flash=Flash
- item_Name_QDRV_ARCC_S02_Torrent=Torrent
- item_Name_QDRV_Default=Quantum Drive
- item_Name_QDRV_JUST_S01_Colossus=Colossus
- item_Name_QDRV_JUST_S02_Yaluk=Yaluk
- item_Name_QDRV_RACO_S01_Zephyr=Zephyr
- item_Name_QDRV_RSI_S01_Atlas=Atlas
- item_Name_QDRV_RSI_S02_Hemera=Hemera
- item_Name_QDRV_TARS_S01_Voyage=Voyage
- item_Name_QDRV_TARS_S02_Sojourn=Sojourn
- item_Name_QDRV_WETK_S01_Beacon=Beacon
- item_Name_QDRV_WETK_S01_VK00=VK-00
- item_Name_QDRV_WETK_S02_Yeager=Yeager
- item_Name_QRDV_ACAS_S01_Foxfire=Foxfire
- item_Name_QRDV_ACAS_S01_LightFire=LightFire
- item_Name_qrt_mantis_undersuit_01_01_01=Sabine Undersuit
- item_Name_qrt_mantis_undersuit_helmet_01_01_01=Calva Helmet
- item_Name_QTNK_Default=Quantum Fuel Tank
- item_Name_R6P_Boots_01_01_01=Protean
- item_Name_r6p_boots_02_01_01=Ponos
- item_Name_r6p_boots_02_01_02=Ponos Red
- item_Name_r6p_boots_02_01_03=Ponos Orange
- item_Name_r6p_boots_02_01_04=Ponos Yellow
- item_Name_r6p_boots_02_01_05=Ponos Green
- item_Name_r6p_boots_02_01_06=Ponos Seagreen
- item_Name_r6p_boots_02_01_07=Ponos Blue
- item_Name_r6p_boots_02_01_08=Ponos Purple
- item_Name_r6p_boots_02_01_09=Ponos Violet
- item_Name_r6p_boots_02_01_10=Ponos White
- item_Name_r6p_boots_02_01_11=Ponos Grey
- item_Name_r6p_boots_02_01_12=Ponos Black
- item_Name_r6p_boots_02_01_13=Ponos Dark Red
- item_Name_r6p_boots_02_01_14=Ponos Sienna
- item_Name_r6p_boots_02_01_15=Ponos Tan
- item_Name_r6p_boots_02_01_16=Ponos Dark Green
- item_Name_r6p_boots_02_01_17=Ponos Aqua
- item_Name_r6p_boots_02_01_18=Ponos Twilight
- item_Name_r6p_boots_02_01_19=Ponos Imperial
- item_Name_r6p_boots_02_01_20=Ponos Desert
- item_Name_R6P_Shoes_01_01_01=WK-8
- item_Name_r6p_shoes_02_01_01=Tona
- item_Name_r6p_shoes_02_01_02=Tona Red
- item_Name_r6p_shoes_02_01_03=Tona Orange
- item_Name_r6p_shoes_02_01_04=Tona Yellow
- item_Name_r6p_shoes_02_01_05=Tona Green
- item_Name_r6p_shoes_02_01_06=Tona Seagreen
- item_Name_r6p_shoes_02_01_07=Tona Blue
- item_Name_r6p_shoes_02_01_08=Tona Purple
- item_Name_r6p_shoes_02_01_09=Tona Violet
- item_Name_r6p_shoes_02_01_10=Tona White
- item_Name_r6p_shoes_02_01_11=Tona Grey
- item_Name_r6p_shoes_02_01_12=Tona Black
- item_Name_r6p_shoes_02_01_13=Tona Dark Red
- item_Name_r6p_shoes_02_01_14=Tona Sienna
- item_Name_r6p_shoes_02_01_15=Tona Tan
- item_Name_r6p_shoes_02_01_16=Tona Dark Green
- item_Name_r6p_shoes_02_01_17=Tona Aqua
- item_Name_r6p_shoes_02_01_18=Tona Twilight
- item_Name_r6p_shoes_02_01_19=Tona Imperial
- item_Name_r6p_shoes_02_01_20=Tona Olive
- item_Name_RADR_BLTR_S01_Hunter=Hunter
- item_Name_RADR_BLTR_S01_Pelerous=Pelerous
- item_Name_RADR_BLTR_S01_Prophet=Prophet
- item_Name_RADR_CHCO_S01_BroadspecLite=Broadspec-Lite
- item_Name_RADR_CHCO_S01_ObserverLite=Observer-Lite
- item_Name_RADR_CHCO_S01_SurveyorLite=Surveyor-Lite
- item_Name_RADR_CHCO_S02_BroadSpec=BroadSpec
- item_Name_RADR_CHCO_S02_FullSpec=FullSpec
- item_Name_RADR_CHCO_S02_Surveyor=Surveyor
- item_Name_RADR_Default=Radar
- item_Name_RADR_GRNP_S00_Prevenir=Prevenir
- item_Name_RADR_GRNP_S00_Sens=Sens
- item_Name_RADR_GRNP_S01_Ecouter=Ecouter
- item_Name_RADR_GRNP_S01_Tige=Tige
- item_Name_RADR_GRNP_S01_Voir=Voir
- item_Name_RADR_GRNP_S02_Epier=Epier
- item_Name_RADR_GRNP_S02_V80112=V801-12
- item_Name_RADR_GRNP_S02_Vigilance=Vigilance
- item_Name_RADR_NAVE_S01_SNSR6=SNS-R6
- item_Name_RADR_WLOP_S00_Denning=Denning
- item_Name_RADR_WLOP_S00_Vogel=Vogel
- item_Name_RADR_WLOP_S01_Backlund=Backlund
- item_Name_RADR_WLOP_S01_Capston=Capston
- item_Name_RADR_WLOP_S01_Fleming=Fleming
- item_Name_RADR_WLOP_S02_Battani=Battani
- item_Name_RADR_WLOP_S02_Chernykh=Chernykh
- item_Name_RADR_WLOP_S02_Fawad=Fawad
- item_Name_RMB_goggles_01=Avalos Scout
- item_Name_RMB_goggles_02=Aponte Explorer
- item_Name_rmb_jacket_01_01_01=Kutty
- item_Name_roo_tvshow_host=Nightfire
- item_Name_rsi_deckcrew_armor_light_arms_01_01_01=MacFlex Arms Base
- item_Name_rsi_deckcrew_armor_light_arms_01_01_02=MacFlex Arms Red
- item_Name_rsi_deckcrew_armor_light_arms_01_01_03=MacFlex Arms Orange
- item_Name_rsi_deckcrew_armor_light_arms_01_01_04=MacFlex Arms Yellow
- item_Name_rsi_deckcrew_armor_light_arms_01_01_05=MacFlex Arms Green
- item_Name_rsi_deckcrew_armor_light_arms_01_01_06=MacFlex Arms Seagreen
- item_Name_rsi_deckcrew_armor_light_arms_01_01_07=MacFlex Arms Blue
- item_Name_rsi_deckcrew_armor_light_arms_01_01_08=MacFlex Arms Purple
- item_Name_rsi_deckcrew_armor_light_arms_01_01_09=MacFlex Arms Violet
- item_Name_rsi_deckcrew_armor_light_arms_01_01_10=MacFlex Arms White
- item_Name_rsi_deckcrew_armor_light_arms_01_01_11=MacFlex Arms Grey
- item_Name_rsi_deckcrew_armor_light_arms_01_01_12=MacFlex Arms Black
- item_Name_rsi_deckcrew_armor_light_arms_01_01_13=MacFlex Arms Dark Red
- item_Name_rsi_deckcrew_armor_light_arms_01_01_14=MacFlex Arms Sienna
- item_Name_rsi_deckcrew_armor_light_arms_01_01_15=MacFlex Arms Tan
- item_Name_rsi_deckcrew_armor_light_arms_01_01_16=MacFlex Arms Dark Green
- item_Name_rsi_deckcrew_armor_light_arms_01_01_17=MacFlex Arms Aqua
- item_Name_rsi_deckcrew_armor_light_arms_01_01_18=MacFlex Arms Twilight
- item_Name_rsi_deckcrew_armor_light_arms_01_01_19=MacFlex Arms Imperial
- item_Name_rsi_deckcrew_armor_light_arms_01_01_20=MacFlex Arms Olive
- item_Name_rsi_deckcrew_armor_light_core_01_01_01=MacFlex Core Base
- item_Name_rsi_deckcrew_armor_light_core_01_01_02=MacFlex Core Red
- item_Name_rsi_deckcrew_armor_light_core_01_01_03=MacFlex Core Orange
- item_Name_rsi_deckcrew_armor_light_core_01_01_04=MacFlex Core Yellow
- item_Name_rsi_deckcrew_armor_light_core_01_01_05=MacFlex Core Green
- item_Name_rsi_deckcrew_armor_light_core_01_01_06=MacFlex Core Seagreen
- item_Name_rsi_deckcrew_armor_light_core_01_01_07=MacFlex Core Blue
- item_Name_rsi_deckcrew_armor_light_core_01_01_08=MacFlex Core Purple
- item_Name_rsi_deckcrew_armor_light_core_01_01_09=MacFlex Core Violet
- item_Name_rsi_deckcrew_armor_light_core_01_01_10=MacFlex Core White
- item_Name_rsi_deckcrew_armor_light_core_01_01_11=MacFlex Core Grey
- item_Name_rsi_deckcrew_armor_light_core_01_01_12=MacFlex Core Black
- item_Name_rsi_deckcrew_armor_light_core_01_01_13=MacFlex Core Dark Red
- item_Name_rsi_deckcrew_armor_light_core_01_01_14=MacFlex Core Sienna
- item_Name_rsi_deckcrew_armor_light_core_01_01_15=MacFlex Core Tan
- item_Name_rsi_deckcrew_armor_light_core_01_01_16=MacFlex Core Dark Green
- item_Name_rsi_deckcrew_armor_light_core_01_01_17=MacFlex Core Aqua
- item_Name_rsi_deckcrew_armor_light_core_01_01_18=MacFlex Core Twilight
- item_Name_rsi_deckcrew_armor_light_core_01_01_19=MacFlex Core Imperial
- item_Name_rsi_deckcrew_armor_light_core_01_01_20=MacFlex Core Olive
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_01=Horizon Helmet Base
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_02=Horizon Helmet Red
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_03=Horizon Helmet Orange
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_04=Horizon Helmet Yellow
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_05=Horizon Helmet Green
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_06=Horizon Helmet Seagreen
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_07=Horizon Helmet Blue
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_08=Horizon Helmet Purple
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_09=Horizon Helmet Violet
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_10=Horizon Helmet White
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_11=Horizon Helmet Grey
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_12=Horizon Helmet Black
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_13=Horizon Helmet Dark Red
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_14=Horizon Helmet Sienna
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_15=Horizon Helmet Tan
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_16=Horizon Helmet Dark Green
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_17=Horizon Helmet Aqua
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_18=Horizon Helmet Twilight
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_19=Horizon Helmet Imperial
- item_Name_rsi_deckcrew_armor_light_helmet_01_01_20=Horizon Helmet Olive
- item_Name_rsi_deckcrew_armor_light_legs_01_01_01=MacFlex Legs Base
- item_Name_rsi_deckcrew_armor_light_legs_01_01_02=MacFlex Legs Red
- item_Name_rsi_deckcrew_armor_light_legs_01_01_03=MacFlex Legs Orange
- item_Name_rsi_deckcrew_armor_light_legs_01_01_04=MacFlex Legs Yellow
- item_Name_rsi_deckcrew_armor_light_legs_01_01_05=MacFlex Legs Green
- item_Name_rsi_deckcrew_armor_light_legs_01_01_06=MacFlex Legs Seagreen
- item_Name_rsi_deckcrew_armor_light_legs_01_01_07=MacFlex Legs Blue
- item_Name_rsi_deckcrew_armor_light_legs_01_01_08=MacFlex Legs Purple
- item_Name_rsi_deckcrew_armor_light_legs_01_01_09=MacFlex Legs Violet
- item_Name_rsi_deckcrew_armor_light_legs_01_01_10=MacFlex Legs White
- item_Name_rsi_deckcrew_armor_light_legs_01_01_11=MacFlex Legs Grey
- item_Name_rsi_deckcrew_armor_light_legs_01_01_12=MacFlex Legs Black
- item_Name_rsi_deckcrew_armor_light_legs_01_01_13=MacFlex Legs Dark Red
- item_Name_rsi_deckcrew_armor_light_legs_01_01_14=MacFlex Legs Sienna
- item_Name_rsi_deckcrew_armor_light_legs_01_01_15=MacFlex Legs Tan
- item_Name_rsi_deckcrew_armor_light_legs_01_01_16=MacFlex Legs Dark Green
- item_Name_rsi_deckcrew_armor_light_legs_01_01_17=MacFlex Legs Aqua
- item_Name_rsi_deckcrew_armor_light_legs_01_01_18=MacFlex Legs Twilight
- item_Name_rsi_deckcrew_armor_light_legs_01_01_19=MacFlex Legs Imperial
- item_Name_rsi_deckcrew_armor_light_legs_01_01_20=MacFlex Legs Olive
- item_Name_rsi_deckcrew_cargo_armor_light_core_01_01_01=MacFlex "Rucksack" Core
- item_Name_rsi_deckcrew_light_armor_01_arms=MacFlex Arms
- item_Name_rsi_deckcrew_light_armor_01_arms_ruso=MacFlex "Rust Society"
- item_Name_rsi_deckcrew_light_armor_01_core=MacFlex Core
- item_Name_rsi_deckcrew_light_armor_01_core_ruso=MacFlex "Rust Society"
- item_Name_rsi_deckcrew_light_armor_01_legs=MacFlex Legs
- item_Name_rsi_deckcrew_light_armor_01_legs_ruso=MacFlex "Rust Society"
- item_Name_rsi_deckcrew_light_helmet_01=Horizon Helmet
- item_Name_rsi_deckcrew_light_helmet_01_ruso=Horizon "Rust Society"
- item_Name_rsi_deckcrew_undersuit_01=Beacon
- item_Name_rsi_deckcrew_undersuit_01_01_01=Beacon Undersuit Grey Multi
- item_Name_rsi_deckcrew_undersuit_01_01_02=Beacon Undersuit Crimson
- item_Name_rsi_deckcrew_undersuit_01_01_03=Beacon Undersuit Orange
- item_Name_rsi_deckcrew_undersuit_01_01_04=Beacon Undersuit Yellow
- item_Name_rsi_deckcrew_undersuit_01_01_05=Beacon Undersuit Green/White
- item_Name_rsi_deckcrew_undersuit_01_01_06=Beacon Undersuit Grey/Aqua
- item_Name_rsi_deckcrew_undersuit_01_01_07=Beacon Undersuit Sky/Grey
- item_Name_rsi_deckcrew_undersuit_01_01_08=Beacon Undersuit Purple
- item_Name_rsi_deckcrew_undersuit_01_01_09=Beacon Undersuit Pink/White
- item_Name_rsi_deckcrew_undersuit_01_01_10=Beacon Undersuit White
- item_Name_rsi_deckcrew_undersuit_01_01_11=Beacon Undersuit Grey
- item_Name_rsi_deckcrew_undersuit_01_01_12=Beacon Undersuit Dark Grey
- item_Name_rsi_deckcrew_undersuit_01_01_13=Beacon Undersuit Red/Black
- item_Name_rsi_deckcrew_undersuit_01_01_14=Beacon Undersuit Orange/Black
- item_Name_rsi_deckcrew_undersuit_01_01_15=Beacon Undersuit Tan/Brown
- item_Name_rsi_deckcrew_undersuit_01_01_16=Beacon Undersuit Green/Black
- item_Name_rsi_deckcrew_undersuit_01_01_17=Beacon Undersuit Woodland
- item_Name_rsi_deckcrew_undersuit_01_01_18=Beacon Undersuit Twilight
- item_Name_rsi_deckcrew_undersuit_01_01_19=Beacon Undersuit Purple/Black
- item_Name_rsi_deckcrew_undersuit_01_01_20=Beacon Undersuit Brown/Black
- item_Name_rsi_deckcrew_undersuit_01_ruso=Beacon "Rust Society"
- item_Name_rsi_explorer_01_arms=Venture Arms
- item_Name_rsi_explorer_01_core=Venture Core
- item_Name_rsi_explorer_01_helmet=Venture Helmet White
- item_Name_rsi_explorer_01_legs=Venture Legs
- item_Name_rsi_explorer_armor_light_arms_01_01_01=Venture Arms Base
- item_Name_rsi_explorer_armor_light_arms_01_01_02=Venture Arms Red
- item_Name_rsi_explorer_armor_light_arms_01_01_03=Venture Arms Orange
- item_Name_rsi_explorer_armor_light_arms_01_01_04=Venture Arms Yellow
- item_Name_rsi_explorer_armor_light_arms_01_01_05=Venture Arms Green
- item_Name_rsi_explorer_armor_light_arms_01_01_06=Venture Arms Seagreen
- item_Name_rsi_explorer_armor_light_arms_01_01_07=Venture Arms Blue
- item_Name_rsi_explorer_armor_light_arms_01_01_08=Venture Arms Purple
- item_Name_rsi_explorer_armor_light_arms_01_01_09=Venture Arms Violet
- item_Name_rsi_explorer_armor_light_arms_01_01_10=Venture Arms White
- item_Name_rsi_explorer_armor_light_arms_01_01_11=Venture Arms Grey
- item_Name_rsi_explorer_armor_light_arms_01_01_12=Venture Arms Black
- item_Name_rsi_explorer_armor_light_arms_01_01_13=Venture Arms Dark Red
- item_Name_rsi_explorer_armor_light_arms_01_01_14=Venture Arms Sienna
- item_Name_rsi_explorer_armor_light_arms_01_01_15=Venture Arms Tan
- item_Name_rsi_explorer_armor_light_arms_01_01_16=Venture Arms Dark Green
- item_Name_rsi_explorer_armor_light_arms_01_01_17=Venture Arms Aqua
- item_Name_rsi_explorer_armor_light_arms_01_01_18=Venture Arms Twilight
- item_Name_rsi_explorer_armor_light_arms_01_01_19=Venture Arms Imperial
- item_Name_rsi_explorer_armor_light_arms_01_01_20=Venture Arms Olive
- item_Name_rsi_explorer_armor_light_core_01_01_01=Venture Core Base
- item_Name_rsi_explorer_armor_light_core_01_01_02=Venture Core Red
- item_Name_rsi_explorer_armor_light_core_01_01_03=Venture Core Orange
- item_Name_rsi_explorer_armor_light_core_01_01_04=Venture Core Yellow
- item_Name_rsi_explorer_armor_light_core_01_01_05=Venture Core Green
- item_Name_rsi_explorer_armor_light_core_01_01_06=Venture Core Seagreen
- item_Name_rsi_explorer_armor_light_core_01_01_07=Venture Core Blue
- item_Name_rsi_explorer_armor_light_core_01_01_08=Venture Core Purple
- item_Name_rsi_explorer_armor_light_core_01_01_09=Venture Core Violet
- item_Name_rsi_explorer_armor_light_core_01_01_10=Venture Core White
- item_Name_rsi_explorer_armor_light_core_01_01_11=Venture Core Grey
- item_Name_rsi_explorer_armor_light_core_01_01_12=Venture Core Black
- item_Name_rsi_explorer_armor_light_core_01_01_13=Venture Core Dark Red
- item_Name_rsi_explorer_armor_light_core_01_01_14=Venture Core Sienna
- item_Name_rsi_explorer_armor_light_core_01_01_15=Venture Core Tan
- item_Name_rsi_explorer_armor_light_core_01_01_16=Venture Core Dark Green
- item_Name_rsi_explorer_armor_light_core_01_01_17=Venture Core Aqua
- item_Name_rsi_explorer_armor_light_core_01_01_18=Venture Core Twilight
- item_Name_rsi_explorer_armor_light_core_01_01_19=Venture Core Imperial
- item_Name_rsi_explorer_armor_light_core_01_01_20=Venture Core Olive
- item_Name_rsi_explorer_armor_light_helmet_01_01_01=Venture Helmet Base
- item_Name_rsi_explorer_armor_light_helmet_01_01_02=Venture Helmet Red
- item_Name_rsi_explorer_armor_light_helmet_01_01_03=Venture Helmet Orange
- item_Name_rsi_explorer_armor_light_helmet_01_01_04=Venture Helmet Yellow
- item_Name_rsi_explorer_armor_light_helmet_01_01_05=Venture Helmet Green
- item_Name_rsi_explorer_armor_light_helmet_01_01_06=Venture Helmet Seagreen
- item_Name_rsi_explorer_armor_light_helmet_01_01_07=Venture Helmet Blue
- item_Name_rsi_explorer_armor_light_helmet_01_01_08=Venture Helmet Purple
- item_Name_rsi_explorer_armor_light_helmet_01_01_09=Venture Helmet Violet
- item_Name_rsi_explorer_armor_light_helmet_01_01_10=Venture Helmet White
- item_Name_rsi_explorer_armor_light_helmet_01_01_11=Venture Helmet Grey
- item_Name_rsi_explorer_armor_light_helmet_01_01_12=Venture Helmet Black
- item_Name_rsi_explorer_armor_light_helmet_01_01_13=Venture Helmet Dark Red
- item_Name_rsi_explorer_armor_light_helmet_01_01_14=Venture Helmet Sienna
- item_Name_rsi_explorer_armor_light_helmet_01_01_15=Venture Helmet Tan
- item_Name_rsi_explorer_armor_light_helmet_01_01_16=Venture Helmet Dark Green
- item_Name_rsi_explorer_armor_light_helmet_01_01_17=Venture Helmet Aqua
- item_Name_rsi_explorer_armor_light_helmet_01_01_18=Venture Helmet Twilight
- item_Name_rsi_explorer_armor_light_helmet_01_01_19=Venture Helmet Imperial
- item_Name_rsi_explorer_armor_light_helmet_01_01_20=Venture Helmet Olive
- item_Name_rsi_explorer_armor_light_legs_01_01_01=Venture Legs Base
- item_Name_rsi_explorer_armor_light_legs_01_01_02=Venture Legs Red
- item_Name_rsi_explorer_armor_light_legs_01_01_03=Venture Legs Orange
- item_Name_rsi_explorer_armor_light_legs_01_01_04=Venture Legs Yellow
- item_Name_rsi_explorer_armor_light_legs_01_01_05=Venture Legs Green
- item_Name_rsi_explorer_armor_light_legs_01_01_06=Venture Legs Seagreen
- item_Name_rsi_explorer_armor_light_legs_01_01_07=Venture Legs Blue
- item_Name_rsi_explorer_armor_light_legs_01_01_08=Venture Legs Purple
- item_Name_rsi_explorer_armor_light_legs_01_01_09=Venture Legs Violet
- item_Name_rsi_explorer_armor_light_legs_01_01_10=Venture Legs White
- item_Name_rsi_explorer_armor_light_legs_01_01_11=Venture Legs Grey
- item_Name_rsi_explorer_armor_light_legs_01_01_12=Venture Legs Black
- item_Name_rsi_explorer_armor_light_legs_01_01_13=Venture Legs Dark Red
- item_Name_rsi_explorer_armor_light_legs_01_01_14=Venture Legs Sienna
- item_Name_rsi_explorer_armor_light_legs_01_01_15=Venture Legs Tan
- item_Name_rsi_explorer_armor_light_legs_01_01_16=Venture Legs Dark Green
- item_Name_rsi_explorer_armor_light_legs_01_01_17=Venture Legs Aqua
- item_Name_rsi_explorer_armor_light_legs_01_01_18=Venture Legs Twilight
- item_Name_rsi_explorer_armor_light_legs_01_01_19=Venture Legs Imperial
- item_Name_rsi_explorer_armor_light_legs_01_01_20=Venture Legs Olive
- item_Name_rsi_explorer_light_armor_01_01_centurion_arms=Venture Voyager
- item_Name_rsi_explorer_light_armor_01_01_centurion_core=Venture Voyager
- item_Name_rsi_explorer_light_armor_01_01_centurion_legs=Venture Voyager
- item_Name_rsi_explorer_light_armor_01_01_imperator_arms=Venture Pathfinder
- item_Name_rsi_explorer_light_armor_01_01_imperator_core=Venture Pathfinder
- item_Name_rsi_explorer_light_armor_01_01_imperator_legs=Venture Pathfinder
- item_Name_rsi_explorer_light_armor_01_arms=Venture Arms
- item_Name_rsi_explorer_light_armor_01_arms_concierge=Venture Executive Arms
- item_Name_rsi_explorer_light_armor_01_arms_ruso=Venture "Rust Society"
- item_Name_rsi_explorer_light_armor_01_core=Venture Core
- item_Name_rsi_explorer_light_armor_01_core_concierge=Venture Executive Core
- item_Name_rsi_explorer_light_armor_01_core_ruso=Venture "Rust Society"
- item_Name_rsi_explorer_light_armor_01_helmet_ruso=Venture "Rust Society"
- item_Name_rsi_explorer_light_armor_01_legs=Venture Legs
- item_Name_rsi_explorer_light_armor_01_legs_concierge=Venture Executive Legs
- item_Name_rsi_explorer_light_armor_01_legs_ruso=Venture "Rust Society"
- item_Name_rsi_explorer_light_helmet_01=Venture Helmet
- item_Name_rsi_explorer_light_helmet_01_01_centurion=Venture Voyager
- item_Name_rsi_explorer_light_helmet_01_01_imperator=Venture Pathfinder
- item_Name_rsi_explorer_light_helmet_01_concierge=Venture Executive Helmet
- item_Name_rsi_explorer_undersuit_01=Venture Undersuit Alpha
- item_Name_rsi_explorer_undersuit_01_01_01=Venture Undersuit Base
- item_Name_rsi_explorer_undersuit_01_01_02=Venture Undersuit Crimson
- item_Name_rsi_explorer_undersuit_01_01_03=Venture Undersuit Orange
- item_Name_rsi_explorer_undersuit_01_01_04=Venture Undersuit Yellow
- item_Name_rsi_explorer_undersuit_01_01_05=Venture Undersuit Seagreen
- item_Name_rsi_explorer_undersuit_01_01_06=Venture Undersuit Seagreen/Black
- item_Name_rsi_explorer_undersuit_01_01_07=Venture Undersuit Blue
- item_Name_rsi_explorer_undersuit_01_01_08=Venture Undersuit Purple/Violet
- item_Name_rsi_explorer_undersuit_01_01_09=Venture Undersuit Pink/Black
- item_Name_rsi_explorer_undersuit_01_01_10=Venture Undersuit Red/White
- item_Name_rsi_explorer_undersuit_01_01_11=Venture Undersuit Grey/White
- item_Name_rsi_explorer_undersuit_01_01_12=Venture Undersuit Black/Grey
- item_Name_rsi_explorer_undersuit_01_01_13=Venture Undersuit Black/Red
- item_Name_rsi_explorer_undersuit_01_01_14=Venture Undersuit Orange/Black
- item_Name_rsi_explorer_undersuit_01_01_15=Venture Undersuit Tan/Brown
- item_Name_rsi_explorer_undersuit_01_01_16=Venture Undersuit Green/Black
- item_Name_rsi_explorer_undersuit_01_01_17=Venture Undersuit Black/Aqua
- item_Name_rsi_explorer_undersuit_01_01_18=Venture Undersuit Blue/Black
- item_Name_rsi_explorer_undersuit_01_01_19=Venture Undersuit Purple/Black
- item_Name_rsi_explorer_undersuit_01_01_20=Venture Undersuit Olive/Black
- item_Name_rsi_explorer_undersuit_01_01_centurion=Venture Voyager Undersuit
- item_Name_rsi_explorer_undersuit_01_01_imperator=Venture Pathfinder Undersuit
- item_Name_rsi_explorer_undersuit_01_concierge=Venture Executive Undersuit
- item_Name_rsi_explorer_undersuit_01_ruso=Venture "Rust Society"
- item_Name_rsi_odyssey_caudillo_helmet_01_01_01=Caudillo Helmet Cobalt
- item_Name_rsi_odyssey_caudillo_helmet_01_01_02=Caudillo Helmet Wildfire
- item_Name_rsi_odyssey_caudillo_helmet_01_01_03=Caudillo Helmet Burnt Orange
- item_Name_rsi_odyssey_caudillo_helmet_01_01_04=Caudillo Helmet Hazard
- item_Name_rsi_odyssey_caudillo_helmet_01_01_10=Caudillo Helmet Ghost White
- item_Name_rsi_odyssey_caudillo_helmet_01_01_11=Caudillo Helmet Steel
- item_Name_rsi_odyssey_undersuit_01=Odyssey II Undersuit Alpha
- item_Name_rsi_odyssey_undersuit_01_01_01=Odyssey II Undersuit Woodland
- item_Name_rsi_odyssey_undersuit_01_01_02=Odyssey II Undersuit Red/Black
- item_Name_rsi_odyssey_undersuit_01_01_03=Odyssey II Undersuit Orange/Black
- item_Name_rsi_odyssey_undersuit_01_01_04=Odyssey II Undersuit Yellow/Black
- item_Name_rsi_odyssey_undersuit_01_01_05=Odyssey II Undersuit Green/Black
- item_Name_rsi_odyssey_undersuit_01_01_06=Odyssey II Undersuit Seagreen/Black
- item_Name_rsi_odyssey_undersuit_01_01_07=Odyssey II Undersuit Sky/Black
- item_Name_rsi_odyssey_undersuit_01_01_08=Odyssey II Undersuit Purple/Black
- item_Name_rsi_odyssey_undersuit_01_01_09=Odyssey II Undersuit Pink/Black
- item_Name_rsi_odyssey_undersuit_01_01_10=Odyssey II Undersuit White/Black
- item_Name_rsi_odyssey_undersuit_01_01_11=Odyssey II Undersuit Grey/Black
- item_Name_rsi_odyssey_undersuit_01_01_12=Odyssey II Undersuit Exec
- item_Name_rsi_odyssey_undersuit_01_01_13=Odyssey II Undersuit Sunset
- item_Name_rsi_odyssey_undersuit_01_01_14=Odyssey II Undersuit Autumn
- item_Name_rsi_odyssey_undersuit_01_01_15=Odyssey II Undersuit Tan/Black
- item_Name_rsi_odyssey_undersuit_01_01_16=Odyssey II Undersuit Woodland
- item_Name_rsi_odyssey_undersuit_01_01_17=Odyssey II Undersuit Multi
- item_Name_rsi_odyssey_undersuit_01_01_18=Odyssey II Undersuit Black/Blue
- item_Name_rsi_odyssey_undersuit_01_01_19=Odyssey II Undersuit Violet/Black
- item_Name_rsi_odyssey_undersuit_01_01_20=Odyssey II Undersuit Brown/Grey
- item_Name_rsi_odyssey_undersuit_helmet_01=Odyssey II Helmet Alpha
- item_Name_rsi_odyssey_undersuit_helmet_01_01_02=Odyssey II Helmet Red
- item_Name_rsi_odyssey_undersuit_helmet_01_01_03=Odyssey II Helmet Orange
- item_Name_rsi_odyssey_undersuit_helmet_01_01_04=Odyssey II Helmet Yellow
- item_Name_rsi_odyssey_undersuit_helmet_01_01_05=Odyssey II Helmet Green
- item_Name_rsi_odyssey_undersuit_helmet_01_01_06=Odyssey II Helmet Seagreen
- item_Name_rsi_odyssey_undersuit_helmet_01_01_07=Odyssey II Helmet Blue
- item_Name_rsi_odyssey_undersuit_helmet_01_01_08=Odyssey II Helmet Purple
- item_Name_rsi_odyssey_undersuit_helmet_01_01_09=Odyssey II Helmet Violet
- item_Name_rsi_odyssey_undersuit_helmet_01_01_10=Odyssey II Helmet White
- item_Name_rsi_odyssey_undersuit_helmet_01_01_11=Odyssey II Helmet Grey
- item_Name_rsi_odyssey_undersuit_helmet_01_01_12=Odyssey II Helmet Black
- item_Name_rsi_odyssey_undersuit_helmet_01_01_13=Odyssey II Helmet Dark Red
- item_Name_rsi_odyssey_undersuit_helmet_01_01_14=Odyssey II Helmet Sienna
- item_Name_rsi_odyssey_undersuit_helmet_01_01_15=Odyssey II Helmet Tan
- item_Name_rsi_odyssey_undersuit_helmet_01_01_16=Odyssey II Helmet Dark Green
- item_Name_rsi_odyssey_undersuit_helmet_01_01_17=Odyssey II Helmet Aqua
- item_Name_rsi_odyssey_undersuit_helmet_01_01_18=Odyssey II Helmet Twilight
- item_Name_rsi_odyssey_undersuit_helmet_01_01_19=Odyssey II Helmet Imperial
- item_Name_rsi_odyssey_undersuit_helmet_01_01_20=Odyssey II Helmet Olive
- item_Name_rsi_pilot_flightsuit_01=Odyssey Desert Flight Suit
- item_Name_rsi_pilot_flightsuit_02=Odyssey Aqua Flight Suit
- item_Name_rsi_pilot_flightsuit_03=Odyssey Imperial Flight Suit
- item_Name_rsi_pilot_flightsuit_04=Odyssey Mono Flight Suit
- item_Name_rsi_pilot_flightsuit_05=Odyssey Night Flight Suit
- item_Name_rsi_pilot_flightsuit_06=Odyssey Exec Flight Suit
- item_Name_rsi_pilot_flightsuit_07=Odyssey Sunset Flight Suit
- item_Name_rsi_pilot_flightsuit_08=Odyssey Woodland Flight Suit
- item_Name_rsi_pilot_flightsuit_09=Odyssey Multi Flight Suit
- item_Name_rsi_pilot_flightsuit_helmet_01=Odyssey Helmet Tan
- item_Name_rsi_pilot_flightsuit_helmet_01_01_02=Odyssey Helmet Aqua
- item_Name_rsi_pilot_flightsuit_helmet_01_01_03=Odyssey Helmet Orange
- item_Name_rsi_pilot_flightsuit_helmet_01_01_04=Odyssey Helmet White/Orange
- item_Name_rsi_pilot_flightsuit_helmet_01_01_05=Odyssey Helmet Black/Gold
- item_Name_rsi_pilot_flightsuit_helmet_01_01_06=Odyssey Helmet Exec
- item_Name_rsi_pilot_flightsuit_helmet_01_01_07=Odyssey Helmet Sunset
- item_Name_rsi_pilot_flightsuit_helmet_01_01_08=Odyssey Helmet Dark Green
- item_Name_rsi_pilot_flightsuit_helmet_01_01_09=Odyssey Helmet Orange/Blue
- item_Name_rsi_pilot_flightsuit_helmet_01_01_10=Odyssey Helmet Black
- Item_Name_sch_monocle_01=Jacopo Monocle
- Item_Name_sch_tophat_01=Jacopo Tophat
- item_Name_scu_gloves_02_01_01=Davin Work Gloves
- item_Name_scu_gloves_02_01_02=Davin Work Gloves Red
- item_Name_scu_gloves_02_01_03=Davin Work Gloves Orange
- item_Name_scu_gloves_02_01_04=Davin Work Gloves Yellow
- item_Name_scu_gloves_02_01_05=Davin Work Gloves Green
- item_Name_scu_gloves_02_01_06=Davin Work Gloves Seagreen
- item_Name_scu_gloves_02_01_07=Davin Work Gloves Blue
- item_Name_scu_gloves_02_01_08=Davin Work Gloves Purple
- item_Name_scu_gloves_02_01_09=Davin Work Gloves Violet
- item_Name_scu_gloves_02_01_10=Davin Work Gloves White
- item_Name_scu_gloves_02_01_11=Davin Work Gloves Grey
- item_Name_scu_gloves_02_01_12=Davin Work Gloves Black
- item_Name_scu_gloves_02_01_13=Davin Work Gloves Dark Red
- item_Name_scu_gloves_02_01_14=Davin Work Gloves Sienna
- item_Name_scu_gloves_02_01_15=Davin Work Gloves Tan
- item_Name_scu_gloves_02_01_16=Davin Work Gloves Dark Green
- item_Name_scu_gloves_02_01_17=Davin Work Gloves Aqua
- item_Name_scu_gloves_02_01_18=Davin Work Gloves Twilight
- item_Name_scu_gloves_02_01_19=Davin Work Gloves Imperial
- item_Name_scu_gloves_02_01_20=Davin Work Gloves Olive
- item_Name_SCU_gloves_02_01_imperator=Davin "Pathfinder" Work Gloves
- item_Name_SCU_goggles_01=Haruspec
- item_Name_SCU_Hat_02_01_01=IronBand
- item_Name_SCU_Hat_03_01_01=Hardline Black
- item_Name_SCU_Hat_03_01_03=Hardline Hazard
- item_Name_SCU_Hat_03_01_06=Hardline White/Blue
- item_Name_SCU_Hat_03_01_15=Hardline White
- item_Name_SCU_Hat_03_01_slv=Hardline Chrome
- item_Name_scu_jacket_01_01_01=ClipVest
- item_Name_scu_jacket_01_01_02=ClipVest Red
- item_Name_scu_jacket_01_01_03=ClipVest Orange
- item_Name_scu_jacket_01_01_04=ClipVest Yellow
- item_Name_scu_jacket_01_01_05=ClipVest Green
- item_Name_scu_jacket_01_01_06=ClipVest Seagreen
- item_Name_scu_jacket_01_01_07=ClipVest Blue
- item_Name_scu_jacket_01_01_08=ClipVest Purple
- item_Name_scu_jacket_01_01_09=ClipVest Violet
- item_Name_scu_jacket_01_01_10=ClipVest White
- item_Name_scu_jacket_01_01_11=ClipVest Grey
- item_Name_scu_jacket_01_01_12=ClipVest Black
- item_Name_scu_jacket_01_01_13=ClipVest Dark Red
- item_Name_scu_jacket_01_01_14=ClipVest Sienna
- item_Name_scu_jacket_01_01_15=ClipVest Tan
- item_Name_scu_jacket_01_01_16=ClipVest Dark Green
- item_Name_scu_jacket_01_01_17=ClipVest Aqua
- item_Name_scu_jacket_01_01_18=ClipVest Twilight
- item_Name_scu_jacket_01_01_19=ClipVest Imperial
- item_Name_scu_jacket_01_01_20=ClipVest Olive
- item_Name_scu_jacket_02_01_01=IndVest
- item_Name_scu_jacket_02_01_02=IndVest Red
- item_Name_scu_jacket_02_01_03=IndVest Orange
- item_Name_scu_jacket_02_01_04=IndVest Yellow
- item_Name_scu_jacket_02_01_05=IndVest Green
- item_Name_scu_jacket_02_01_06=IndVest Seagreen
- item_Name_scu_jacket_02_01_07=IndVest Blue
- item_Name_scu_jacket_02_01_08=IndVest Purple
- item_Name_scu_jacket_02_01_09=IndVest Violet
- item_Name_scu_jacket_02_01_10=IndVest White
- item_Name_scu_jacket_02_01_11=IndVest Grey
- item_Name_scu_jacket_02_01_12=IndVest Black
- item_Name_scu_jacket_02_01_13=IndVest Dark Red
- item_Name_scu_jacket_02_01_14=IndVest Sienna
- item_Name_scu_jacket_02_01_15=IndVest Tan
- item_Name_scu_jacket_02_01_16=IndVest Dark Green
- item_Name_scu_jacket_02_01_17=IndVest Aqua
- item_Name_scu_jacket_02_01_18=IndVest Twilight
- item_Name_scu_jacket_02_01_19=IndVest Imperial
- item_Name_scu_jacket_02_01_20=IndVest Olive
- item_Name_SCU_jacket_02_01_imperator=IndVest "Pathfinder"
- item_Name_scu_jacket_03_01_01=Cordimon
- item_Name_scu_jacket_03_01_02=Cordimon Red
- item_Name_scu_jacket_03_01_03=Cordimon Orange
- item_Name_scu_jacket_03_01_04=Cordimon Yellow
- item_Name_scu_jacket_03_01_05=Cordimon Green
- item_Name_scu_jacket_03_01_06=Cordimon Seagreen
- item_Name_scu_jacket_03_01_07=Cordimon Blue
- item_Name_scu_jacket_03_01_08=Cordimon Purple
- item_Name_scu_jacket_03_01_09=Cordimon Violet
- item_Name_scu_jacket_03_01_10=Cordimon White
- item_Name_scu_jacket_03_01_11=Cordimon Grey
- item_Name_scu_jacket_03_01_12=Cordimon Black
- item_Name_scu_jacket_03_01_13=Cordimon Dark Red
- item_Name_scu_jacket_03_01_14=Cordimon Sienna
- item_Name_scu_jacket_03_01_15=Cordimon Tan
- item_Name_scu_jacket_03_01_16=Cordimon Dark Green
- item_Name_scu_jacket_03_01_17=Cordimon Aqua
- item_Name_scu_jacket_03_01_18=Cordimon Twilight
- item_Name_scu_jacket_03_01_19=Cordimon Imperial
- item_Name_scu_jacket_03_01_20=Cordimon Olive
- item_Name_scu_jacket_03_01_centurion=Cordimon "Voyager"
- item_Name_scu_jacket_04_01_01=[PLACEHOLDER] Base
- item_Name_scu_mask_01_01_01=[PLACEHOLDER] Base
- item_Name_SCU_Pants_01_01_01=WorkLife Black
- item_Name_SCU_Pants_01_01_11=WorkLife White
- item_Name_SCU_Pants_01_01_15=WorkLife Straw
- item_Name_SCU_Pants_01_01_18=WorkLife Blue
- item_Name_SCU_Pants_01_01_20=WorkLife Tan
- item_Name_scu_pants_02_01_01=Edgewear
- item_Name_scu_pants_02_01_02=Edgewear Red
- item_Name_scu_pants_02_01_03=Edgewear Orange
- item_Name_scu_pants_02_01_04=Edgewear Yellow
- item_Name_scu_pants_02_01_05=Edgewear Green
- item_Name_scu_pants_02_01_06=Edgewear Seagreen
- item_Name_scu_pants_02_01_07=Edgewear Blue
- item_Name_scu_pants_02_01_08=Edgewear Purple
- item_Name_scu_pants_02_01_09=Edgewear Violet
- item_Name_scu_pants_02_01_10=Edgewear White
- item_Name_scu_pants_02_01_11=Edgewear Grey
- item_Name_scu_pants_02_01_12=Edgewear Black
- item_Name_scu_pants_02_01_13=Edgewear Dark Red
- item_Name_scu_pants_02_01_14=Edgewear Sienna
- item_Name_scu_pants_02_01_15=Edgewear Tan
- item_Name_scu_pants_02_01_16=Edgewear Dark Green
- item_Name_scu_pants_02_01_17=Edgewear Aqua
- item_Name_scu_pants_02_01_18=Edgewear Twilight
- item_Name_scu_pants_02_01_19=Edgewear Imperial
- item_Name_scu_pants_02_01_20=Edgewear Olive
- item_Name_SCU_pants_02_01_imperator=Edgewear "Pathfinder"
- item_Name_scu_pants_03_01_01=Clempt
- item_Name_scu_pants_03_01_02=Clempt Red
- item_Name_scu_pants_03_01_03=Clempt Orange
- item_Name_scu_pants_03_01_04=Clempt Yellow
- item_Name_scu_pants_03_01_05=Clempt Green
- item_Name_scu_pants_03_01_06=Clempt Seagreen
- item_Name_scu_pants_03_01_07=Clempt Blue
- item_Name_scu_pants_03_01_08=Clempt Purple
- item_Name_scu_pants_03_01_09=Clempt Violet
- item_Name_scu_pants_03_01_10=Clempt White
- item_Name_scu_pants_03_01_11=Clempt Grey
- item_Name_scu_pants_03_01_12=Clempt Black
- item_Name_scu_pants_03_01_13=Clempt Dark Red
- item_Name_scu_pants_03_01_14=Clempt Sienna
- item_Name_scu_pants_03_01_15=Clempt Tan
- item_Name_scu_pants_03_01_16=Clempt Dark Green
- item_Name_scu_pants_03_01_17=Clempt Aqua
- item_Name_scu_pants_03_01_18=Clempt Twilight
- item_Name_scu_pants_03_01_19=Clempt Imperial
- item_Name_scu_pants_03_01_20=Clempt Desert
- item_Name_SCU_pants_03_01_centurion=Clempt "Voyager"
- item_Name_scu_shirt_01_01_01=Day One
- item_Name_scu_shirt_01_01_02=Day One Red
- item_Name_scu_shirt_01_01_03=Day One Orange
- item_Name_scu_shirt_01_01_04=Day One Yellow
- item_Name_scu_shirt_01_01_05=Day One Green
- item_Name_scu_shirt_01_01_06=Day One Seagreen
- item_Name_scu_shirt_01_01_07=Day One Blue
- item_Name_scu_shirt_01_01_08=Day One Purple
- item_Name_scu_shirt_01_01_09=Day One Violet
- item_Name_scu_shirt_01_01_10=Day One White
- item_Name_scu_shirt_01_01_11=Day One Grey
- item_Name_scu_shirt_01_01_12=Day One Black
- item_Name_scu_shirt_01_01_13=Day One Dark Red
- item_Name_scu_shirt_01_01_14=Day One Sienna
- item_Name_scu_shirt_01_01_15=Day One Tan
- item_Name_scu_shirt_01_01_16=Day One Dark Green
- item_Name_scu_shirt_01_01_17=Day One Aqua
- item_Name_scu_shirt_01_01_18=Day One Twilight
- item_Name_scu_shirt_01_01_19=Day One Imperial
- item_Name_scu_shirt_01_01_20=Day One Olive
- item_Name_SCU_shirt_01_01_centurion=Day One "Voyager"
- item_Name_SelfStatus=SELF STATUS
- item_Name_shb_security_uniform_armor_01_arms=Regal-CS1 Arms Scarlet
- item_Name_shb_security_uniform_armor_01_core=Regal-CS1 Core Scarlet
- item_Name_shb_security_uniform_armor_01_legs=Regal-CS1 Legs Scarlet
- item_Name_shb_security_uniform_armor_02_arms=Regal-CS1 Arms Tactical
- item_Name_shb_security_uniform_armor_02_core=Regal-CS1 Core Tactical
- item_Name_shb_security_uniform_armor_02_legs=Regal-CS1 Legs Tactical
- item_Name_shb_security_uniform_helmet_01=Regal-CS1 Helmet Scarlet
- item_Name_shb_security_uniform_helmet_02=Regal-CS1 Helmet Tactical
- item_Name_shb_security_uniform_undersuit_01=ProtSkin Undersuit Scarlet
- item_Name_shb_security_uniform_undersuit_02=ProtSkin Undersuit Forest
- item_Name_shb_starfarerpilot_flightsuit=GP-88
- item_Name_SHLD_ASAS_S01_Mirage=Mirage
- item_Name_SHLD_ASAS_S01_Veil=Veil
- item_Name_SHLD_ASAS_S02_Obscura=Obscura
- item_Name_SHLD_ASAS_S02_Sheut=Sheut
- item_Name_SHLD_ASAS_S02_Umbra=Umbra
- item_Name_SHLD_BASL_S00_Bastion=Bastion
- item_Name_SHLD_BASL_S00_Siege=Siege
- item_Name_SHLD_BASL_S01_Guardian=Guardian
- item_Name_SHLD_BASL_S01_Palisade=Palisade
- item_Name_SHLD_BASL_S01_Steward=Steward
- item_Name_SHLD_BASL_S02_Armada=Armada
- item_Name_SHLD_BASL_S02_Citadel=Citadel
- item_Name_SHLD_BASL_S02_Rampart=Rampart
- item_Name_SHLD_BASL_S03_Barbican=Barbican
- item_Name_SHLD_BASL_S03_Parapet=Parapet
- item_Name_SHLD_BASL_S03_Ward=Ward
- item_Name_SHLD_BEHR_S01_6SA=6SA 'Arbiter'
- item_Name_SHLD_BEHR_S01_7SA=7SA 'Concord'
- item_Name_SHLD_BEHR_S02_6MA=6MA 'Kozane'
- item_Name_SHLD_BEHR_S02_7MA=7MA 'Lorica'
- item_Name_SHLD_BEHR_S03_6CA=6CA 'Bila'
- item_Name_SHLD_BEHR_S03_7CA=7CA 'Nargun'
- item_Name_SHLD_Controller=SHIELDS
- item_Name_SHLD_Default=Shield Generator
- item_Name_SHLD_GODI_S01_FR66=FR-66
- item_Name_SHLD_GODI_S02_CoverAll=CoverAll
- item_Name_SHLD_GODI_S02_FR76=FR-76
- item_Name_SHLD_GODI_S02_SecureShield=SecureShield
- item_Name_SHLD_GODI_S03_FR86=FR-86
- item_Name_SHLD_GODI_S03_FullBlock=FullBlock
- item_Name_SHLD_GODI_S03_SecureScreen=SecureScreen
- item_Name_SHLD_GODI_S03_SureStop=SureStop
- item_Name_SHLD_SECO_S00_LOC=LOC
- item_Name_SHLD_SECO_S00_RED=RED
- item_Name_SHLD_SECO_S01_HEX=HEX
- item_Name_SHLD_SECO_S02_BLOC=BLOC
- item_Name_SHLD_SECO_S02_RPEL=RPEL
- item_Name_SHLD_SECO_S03_ARMOR=ARMOR
- item_Name_SHLD_SECO_S03_GUARD=GUARD
- item_Name_SHLD_SECO_S03_HAVEN=HAVEN
- item_Name_SHLD_VNCL_S01_Hide=Hide
- item_Name_SHLD_YORM_S01_Jaghte=Jaghte
- item_Name_SHLD_YORM_S02_Bamoty=Bamoty
- item_Name_SHLD_YORM_S02_Haltur=Haltur
- item_Name_SHLD_YORM_S02_Trenta=Trenta
- item_Name_skinMod_01=Skin 01
- item_Name_skinMod_02=Skin 02
- item_Name_skinMod_03=Skin 03
- item_Name_skinMod_04=Skin 04
- item_Name_skinMod_05=Skin 05
- item_Name_skinMod_06=Skin 06
- item_Name_skinMod_07=Skin 07
- item_Name_skinMod_08=Skin 08
- item_Name_skinMod_09=Skin 09
- item_Name_slaver_heavy_armor_01_arms=Defiance Arms Tactical
- item_Name_slaver_heavy_armor_01_core=Defiance Core Tactical
- item_Name_slaver_heavy_armor_01_legs=Defiance Legs Tactical
- item_Name_slaver_heavy_armor_02_arms=Defiance Arms Desert
- item_Name_slaver_heavy_armor_02_core=Defiance Core Desert
- item_Name_slaver_heavy_armor_02_legs=Defiance Legs Desert
- item_Name_slaver_heavy_armor_helmet_01=Defiance Helmet Tactical
- item_Name_slaver_heavy_armor_helmet_02=Defiance Helmet
- item_Name_slaver_light_armor_01_01_02_core=Calico Core Desert
- item_Name_slaver_light_armor_01_arms=Calico Arms Tactical
- item_Name_slaver_light_armor_01_core=Calico Core Tactical
- item_Name_slaver_light_armor_01_legs=Calico Legs Tactical
- item_Name_slaver_light_armor_02_01_02_core=Calico Core
- item_Name_slaver_light_armor_02_arms=Calico Arms Desert
- item_Name_slaver_light_armor_02_core=Calico Core
- item_Name_slaver_light_armor_02_legs=Calico Legs Desert
- item_Name_slaver_light_armor_helmet_01=Calico Helmet Tactical
- item_Name_slaver_light_armor_helmet_01_01_02=Calico Helmet Desert
- item_Name_slaver_light_armor_helmet_02=Renegade Helmet Tactical
- item_Name_slaver_light_armor_helmet_02_01_02=Renegade Helmet Desert
- item_Name_slaver_medium_armor_01_01_02_core=DustUp Core Desert
- item_Name_slaver_medium_armor_01_arms=DustUp Arms Tactical
- item_Name_slaver_medium_armor_01_core=DustUp Core Tactical
- item_Name_slaver_medium_armor_01_legs=DustUp Legs Tactical
- item_Name_slaver_medium_armor_02_01_02_core=DustUp Core
- item_Name_slaver_medium_armor_02_arms=DustUp Arms Desert
- item_Name_slaver_medium_armor_02_core=DustUp Core
- item_Name_slaver_medium_armor_02_legs=DustUp Legs Desert
- item_Name_slaver_medium_armor_helmet_01=DustUp Helmet Tactical
- item_Name_slaver_medium_armor_helmet_01_01_02=DustUp Helmet Desert
- item_Name_slaver_medium_armor_helmet_01_starkitty=DustUp Helmet Star Kitten Custom
- item_Name_slaver_undersuit_armor_01=Stoneskin Undersuit
- item_Name_slaver_undersuit_armor_01_01_01=Stoneskin Undersuit
- item_Name_slaver_undersuit_armor_01_01_02=Stoneskin Agra Undersuit
- item_Name_Slaver_Undersuit_Armor_02=Stoneskin-M Undersuit
- item_Name_slaver_undersuit_armor_02_01_01= Stoneskin Undersuit
- item_Name_Slaver_Undersuit_Armor_03=Stoneskin-H Undersuit
- item_Name_slaver_undersuit_helmet_01=Stoneskin Helmet Desert
- item_Name_slaver_undersuit_helmet_02=Stoneskin Helmet Tactical
- item_Name_spv_bioticorp_rep_gloves_01_01_01=Tigo
- item_Name_spv_bioticorp_rep_heels_01_01_01=Dovo
- item_Name_spv_bioticorp_rep_jacket_01_01_01=Libo
- item_Name_spv_bioticorp_rep_pants_01_01_01=Aego
- item_Name_spv_bioticorp_rep_tanktop_01_01_01=Spar-Tee
- item_Name_SPV_glasses_01=AvantX
- item_Name_SPV_Jacket_01_01_01=Castillo Formal
- item_Name_SPV_Jacket_01_01_02=Castillo Ocean
- item_Name_SPV_Jacket_01_01_03=Castillo Fog
- item_Name_SRVL_parasite_helmet_01=Parasite Replica Helmet
- item_Name_SRVL_parasite_helmet_02=Parasite V: Dark Birth Replica Helmet
- item_Name_srvl_undersuit_01=Second Life Undersuit
- item_Name_srvl_undersuit_helmet_01=Why Not? Helmet
- item_Name_TARG_Controller=TRGT. STATUS
- item_Name_TARGET_Controller=TARGET SELECTOR
- item_Name_test_ping=Ping
- item_Name_test_ping_Prospector=Ping
- item_Name_TestString01=TEST STRING NAME
- item_Name_thrusters=Thrusters
- item_Name_TMBL_vest_biker_01_01_01=Renegade Cut
- item_Name_TMBL_vest_cargo_01_01_01=Renegade Cargo
- item_Name_TMBL_vest_racing_01_01_01=Renegade Racing
- item_Name_Tractor_Beam=Tractor Beam
- item_Name_Turret_AI=AI Turret
- item_Name_Turret_Manned=Manned Turret
- item_Name_Turret_Remote=Remote Turret
- item_Name_UEE_Heavy_Helmet=Cyclops
- item_Name_UEE_Light_Helmet=G-6
- item_Name_UEE_Medium_Helmet=G-8
- item_Name_UPS_Shoes_01_01_01=Edgeriders
- item_Name_UPS_Shoes_02_01_01=Crestfall
- item_Name_vgl_advocacy_lightarmor_arms_01=TrueDef-Pro Arms
- item_Name_vgl_advocacy_lightarmor_core_01=TrueDef-Pro Core
- item_Name_vgl_advocacy_lightarmor_helmet_01=Argus Helmet
- item_Name_vgl_advocacy_lightarmor_legs_01=TrueDef-Pro Legs
- Item_Name_vgl_advocacy_undersuit_base_01=Guardian Undersuit
- item_Name_vgl_armor_light_arms_01_01_01=TrueDef-Pro Arms Base
- item_Name_vgl_armor_light_arms_01_01_02=TrueDef-Pro Arms Red/Silver
- item_Name_vgl_armor_light_arms_01_01_03=TrueDef-Pro Arms Yellow/Black
- item_Name_vgl_armor_light_arms_01_01_04=TrueDef-Pro Arms Yellow/Grey
- item_Name_vgl_armor_light_arms_01_01_05=TrueDef-Pro Arms Grey/Green
- item_Name_vgl_armor_light_arms_01_01_06=TrueDef-Pro Arms Aqua/Black
- item_Name_vgl_armor_light_arms_01_01_07=TrueDef-Pro Arms Gold/Grey/Black
- item_Name_vgl_armor_light_arms_01_01_08=TrueDef-Pro Arms Black/White/Violet
- item_Name_vgl_armor_light_arms_01_01_09=TrueDef-Pro Arms Black/Pink/Purple
- item_Name_vgl_armor_light_arms_01_01_10=TrueDef-Pro Arms White/Silver/Grey
- item_Name_vgl_armor_light_arms_01_01_11=TrueDef-Pro Arms Black/Silver
- item_Name_vgl_armor_light_arms_01_01_12=TrueDef-Pro Arms Black/Grey
- item_Name_vgl_armor_light_arms_01_01_13=TrueDef-Pro Arms Black/Grey/Red
- item_Name_vgl_armor_light_arms_01_01_14=TrueDef-Pro Arms Black/Gold/Silver
- item_Name_vgl_armor_light_arms_01_01_15=TrueDef-Pro Arms Black/Silver
- item_Name_vgl_armor_light_arms_01_01_16=TrueDef-Pro Arms Black/Silver/Green
- item_Name_vgl_armor_light_arms_01_01_17=TrueDef-Pro Arms Black/Aqua/Silver
- item_Name_vgl_armor_light_arms_01_01_18=TrueDef-Pro Arms Black/Silver/Blue
- item_Name_vgl_armor_light_arms_01_01_19=TrueDef-Pro Arms Black/Silver/Yellow
- item_Name_vgl_armor_light_arms_01_01_20=TrueDef-Pro Arms Silver/Gold/Grey
- item_Name_vgl_armor_light_core_01_01_01=TrueDef-Pro Core Base
- item_Name_vgl_armor_light_core_01_01_02=TrueDef-Pro Core Red/Silver
- item_Name_vgl_armor_light_core_01_01_03=TrueDef-Pro Core Yellow/Black
- item_Name_vgl_armor_light_core_01_01_04=TrueDef-Pro Core Yellow/Grey
- item_Name_vgl_armor_light_core_01_01_05=TrueDef-Pro Core Grey/Green
- item_Name_vgl_armor_light_core_01_01_06=TrueDef-Pro Core Aqua/Black
- item_Name_vgl_armor_light_core_01_01_07=TrueDef-Pro Core Gold/Grey/Black
- item_Name_vgl_armor_light_core_01_01_08=TrueDef-Pro Core Black/White/Violet
- item_Name_vgl_armor_light_core_01_01_09=TrueDef-Pro Core Black/Pink/Purple
- item_Name_vgl_armor_light_core_01_01_10=TrueDef-Pro Core White/Silver/Grey
- item_Name_vgl_armor_light_core_01_01_11=TrueDef-Pro Core Black/Silver
- item_Name_vgl_armor_light_core_01_01_12=TrueDef-Pro Core Black/Grey
- item_Name_vgl_armor_light_core_01_01_13=TrueDef-Pro Core Black/Grey/Red
- item_Name_vgl_armor_light_core_01_01_14=TrueDef-Pro Core Black/Gold/Silver
- item_Name_vgl_armor_light_core_01_01_15=TrueDef-Pro Core Black/Silver
- item_Name_vgl_armor_light_core_01_01_16=TrueDef-Pro Core Black/Silver/Green
- item_Name_vgl_armor_light_core_01_01_17=TrueDef-Pro Core Black/Aqua/Silver
- item_Name_vgl_armor_light_core_01_01_18=TrueDef-Pro Core Black/Silver/Blue
- item_Name_vgl_armor_light_core_01_01_19=TrueDef-Pro Core Black/Silver/Yellow
- item_Name_vgl_armor_light_core_01_01_20=TrueDef-Pro Core Silver/Gold/Grey
- item_Name_vgl_armor_light_helmet_01_01_01=Argus Helmet Base
- item_Name_vgl_armor_light_helmet_01_01_02=Argus Helmet Red/Silver
- item_Name_vgl_armor_light_helmet_01_01_03=Argus Helmet Yellow/Black
- item_Name_vgl_armor_light_helmet_01_01_04=Argus Helmet Yellow/Grey
- item_Name_vgl_armor_light_helmet_01_01_05=Argus Helmet Grey/Green
- item_Name_vgl_armor_light_helmet_01_01_06=Argus Helmet Aqua/Black
- item_Name_vgl_armor_light_helmet_01_01_07=Argus Helmet Gold/Grey/Black
- item_Name_vgl_armor_light_helmet_01_01_08=Argus Helmet Black/White/Violet
- item_Name_vgl_armor_light_helmet_01_01_09=Argus Helmet Black/Pink/Purple
- item_Name_vgl_armor_light_helmet_01_01_10=Argus Helmet White/Silver/Grey
- item_Name_vgl_armor_light_helmet_01_01_11=Argus Helmet Black/Silver
- item_Name_vgl_armor_light_helmet_01_01_12=Argus Helmet Black/Grey
- item_Name_vgl_armor_light_helmet_01_01_13=Argus Helmet Black/Grey/Red
- item_Name_vgl_armor_light_helmet_01_01_14=Argus Helmet Black/Gold/Silver
- item_Name_vgl_armor_light_helmet_01_01_15=Argus Helmet Black/Silver
- item_Name_vgl_armor_light_helmet_01_01_16=Argus Helmet Black/Silver/Green
- item_Name_vgl_armor_light_helmet_01_01_17=Argus Helmet Black/Aqua/Silver
- item_Name_vgl_armor_light_helmet_01_01_18=Argus Helmet Black/Silver/Blue
- item_Name_vgl_armor_light_helmet_01_01_19=Argus Helmet Black/Silver/Yellow
- item_Name_vgl_armor_light_helmet_01_01_20=Argus Helmet Silver/Gold/Grey
- item_Name_vgl_armor_light_legs_01_01_01=TrueDef-Pro Legs Base
- item_Name_vgl_armor_light_legs_01_01_02=TrueDef-Pro Legs Red/Silver
- item_Name_vgl_armor_light_legs_01_01_03=TrueDef-Pro Legs Yellow/Black
- item_Name_vgl_armor_light_legs_01_01_04=TrueDef-Pro Legs Yellow/Grey
- item_Name_vgl_armor_light_legs_01_01_05=TrueDef-Pro Legs Grey/Green
- item_Name_vgl_armor_light_legs_01_01_06=TrueDef-Pro Legs Aqua/Black
- item_Name_vgl_armor_light_legs_01_01_07=TrueDef-Pro Legs Gold/Grey/Black
- item_Name_vgl_armor_light_legs_01_01_08=TrueDef-Pro Legs Black/White/Violet
- item_Name_vgl_armor_light_legs_01_01_09=TrueDef-Pro Legs Black/Pink/Purple
- item_Name_vgl_armor_light_legs_01_01_10=TrueDef-Pro Core White/Silver/Grey
- item_Name_vgl_armor_light_legs_01_01_11=TrueDef-Pro Legs Black/Silver
- item_Name_vgl_armor_light_legs_01_01_12=TrueDef-Pro Legs Black/Grey
- item_Name_vgl_armor_light_legs_01_01_13=TrueDef-Pro Legs Black/Grey/Red
- item_Name_vgl_armor_light_legs_01_01_14=TrueDef-Pro Legs Black/Gold/Silver
- item_Name_vgl_armor_light_legs_01_01_15=TrueDef-Pro Legs Black/Silver
- item_Name_vgl_armor_light_legs_01_01_16=TrueDef-Pro Legs Black/Silver/Green
- item_Name_vgl_armor_light_legs_01_01_17=TrueDef-Pro Legs Black/Aqua/Silver
- item_Name_vgl_armor_light_legs_01_01_18=TrueDef-Pro Legs Black/Silver/Blue
- item_Name_vgl_armor_light_legs_01_01_19=TrueDef-Pro Legs Black/Silver/Yellow
- item_Name_vgl_armor_light_legs_01_01_20=TrueDef-Pro Legs Silver/Gold/Grey
- item_Name_vgl_undersuit_01_01_01=ForceFlex Undersuit Black/Gold
- item_Name_vgl_undersuit_01_01_02=ForceFlex Undersuit Black/Red
- item_Name_vgl_undersuit_01_01_03=ForceFlex Undersuit Black/Orange
- item_Name_vgl_undersuit_01_01_04=ForceFlex Undersuit Black/Yellow
- item_Name_vgl_undersuit_01_01_05=ForceFlex Undersuit Wood Camo
- item_Name_vgl_undersuit_01_01_06=ForceFlex Undersuit Black/Seagreen
- item_Name_vgl_undersuit_01_01_07=ForceFlex Undersuit Black/Blue
- item_Name_vgl_undersuit_01_01_08=ForceFlex Undersuit Black/Purple
- item_Name_vgl_undersuit_01_01_09=ForceFlex Undersuit Pink Camo
- item_Name_vgl_undersuit_01_01_10=ForceFlex Undersuit Arctic Camo
- item_Name_vgl_undersuit_01_01_11=ForceFlex Undersuit Greys
- item_Name_vgl_undersuit_01_01_12=ForceFlex Undersuit DigiCamo
- item_Name_vgl_undersuit_01_01_13=ForceFlex Undersuit Autumn Camo
- item_Name_vgl_undersuit_01_01_14=ForceFlex Undersuit Black/Grey/Orange
- item_Name_vgl_undersuit_01_01_15=ForceFlex Undersuit Forest Digi
- item_Name_vgl_undersuit_01_01_16=ForceFlex Undersuit Woodland Digi
- item_Name_vgl_undersuit_01_01_17=ForceFlex Undersuit Blue/Black/Tan
- item_Name_vgl_undersuit_01_01_18=ForceFlex Undersuit Ocean Camo
- item_Name_vgl_undersuit_01_01_19=ForceFlex Undersuit Purple/Gold
- item_Name_vgl_undersuit_01_01_20=ForceFlex Undersuit Black/Grey/Tan
- item_Name_WEAP_Controller=WEAPONS
- item_Name_WheeledController=Drivetrain
- item_Name10mm_pistol_ballistic=10mm Ammo
- item_Name10mm_rifle_laser=PC-FF
- item_Name12g_electric=12G PS-10
- item_Name20mm_Tungsten=<-=MISSING=->
- item_Name25mm_special_ballistic=25mm mX Shatter Rocket
- item_Name25mm_special_ballistic_fragment=25mm mX Shatter Rocket Fragment
- item_Name2ghz_microwave_energy=UC
- item_Name300i_HAPR_VP_RMI_S3_Q2=Hammer Propulsion HE 5.3
- item_Name300i-C_LoadoutKit=300i-C
- item_Name300i-G_LoadoutKit=300i-G
- item_Name300i-T_LoadoutKit=300i-T
- item_Name315p-GT_LoadoutKit=315p-GT
- item_Name315p-XC_LoadoutKit=315p-XC
- item_Name325a_HAPR_VP_RMI_S3_Q2=Hammer Propulsion HE 5.3
- item_Name325a-CC_LoadoutKit=325a-CC
- item_Name325a-CI_LoadoutKit=325a-CI
- item_Name325a-LC_LoadoutKit=325a-LC
- item_Name325a-XC_LoadoutKit=325a-XC
- item_Name350r_HAPR_VP_ESI_S3_Q2=Hammer Propulsion HM 4.3
- item_Name350r-S_LoadoutKit=350r-S
- item_Name350r-SP_LoadoutKit=350r-SP
- item_Name5mm_rifle_ballistic=5.56mm Gauss AP
- item_Name6mm_pistol_laser=PS-10
- item_NameAEGS_3DRadarDisplay=AEGS 3D Radar Display
- item_NameAEGS_Avenger_CML_Chaff=AEGS Avenger - Chaff Launcher
- item_NameAEGS_Avenger_CML_Flare=AEGS Avenger - Flare Launcher
- item_NameAEGS_Avenger_Ejection_Seat=AEGS Avenger Ejection Seat
- item_NameAEGS_Avenger_LandingSystem=AEGS Avenger Landing System
- item_NameAEGS_Avenger_Multilight=AEGS Avenger External Lights
- item_NameAEGS_Avenger_shop=Aegis Avenger
- item_NameAEGS_Avenger_Titan_Seat=AEGS Avenger Titan Seat
- item_NameAEGS_BallisticRepeater_S5=AEGS Ballistic Repeater
- item_NameAEGS_Cockpit_Audio=AEGS Cockpit Audio
- item_NameAEGS_Eclipse_CML_Chaff=AEGS Eclipse - Chaff Launcher
- item_NameAEGS_Eclipse_CML_Flare=AEGS Eclipse - Flare Launcher
- item_NameAEGS_EMP_Device=REP-8 EMP Generator
- item_NameAEGS_EMP_Sentinel_S4=REP-VS EMP Generator
- item_NameAEGS_Engine_Double_Idris=AEGS Idris Double Engine
- item_NameAEGS_Engine_Single_Idris=AEGS Idris Single Engine
- item_NameAEGS_FuelIntake_Idris=AEGS Idris Fuel Intake
- item_NameAEGS_FuelTank_Idris=AEGS Idris Fuel Tank
- item_NameAEGS_Gemini_S6_Q1=AEGS Starfarer Gemini Thruster
- item_NameAEGS_Gemini_S7_Q1=AEGS Starfarer Gemini Thruster
- item_NameAEGS_Gladius_CML_Chaff=AEGS Gladius - Chaff Launcher
- item_NameAEGS_Gladius_CML_Flare=AEGS Gladius - Flare Launcher
- item_NameAEGS_Gladius_Ejection_Seat=AEGS Gladius Ejection Seat
- item_NameAEGS_Gladius_LandingSystem=AEGS Gladius Landing System
- item_NameAEGS_Gladius_lights=AEGS Gladius Light Set
- item_NameAEGS_Gladius_Main=Main Thruster
- item_NameAEGS_Gladius_Mav_Joint_01=Omni Mav Thruster
- item_NameAEGS_Gladius_Mav_Joint_02=Roll Mav Thruster
- item_NameAEGS_Gladius_MultiLight=AEGS Gladius External Lights
- item_NameAEGS_Gladius_Nose_S2=S3 Gimbal - Nose
- item_NameAEGS_Gladius_Retro=Retro Thruster
- item_NameAEGS_Gladius_shop=Aegis Dynamics Gladius
- item_NameAEGS_Hammerhead_CML_Chaff=AEGS Hammerhead - Chaff Launcher
- item_NameAEGS_Hammerhead_CML_Flare=AEGS Hammerhead - Flare Launcher
- item_NameAEGS_Idris_BallisticRepeater_S5=AEGS Idris Ballistic Repeater
- item_NameAEGS_Idris_Copilot_Seat_Left=AEGS Idris Left Copilot Seat
- item_NameAEGS_Idris_Copilot_Seat_Right=AEGS Idris Right Copilot Seat
- item_NameAEGS_Idris_Large_Turret=AEGS Idris Front Turret
- item_NameAEGS_Idris_Large_Turret_Base=AEGS Idris Front Turret
- item_NameAEGS_Idris_Large_Turret_Seat=AEGS Idris Front Turret Seat
- item_NameAEGS_Idris_Main_01_CIV=Main Thruster
- item_NameAEGS_Idris_Main_01_MIL=Main Thruster
- item_NameAEGS_Idris_Main_01_PIR=Main Thruster
- item_NameAEGS_Idris_Main_02_CIV=Twin Main Thruster
- item_NameAEGS_Idris_Main_02_MIL=Twin Main Thruster
- item_NameAEGS_Idris_Main_02_PIR=Twin Main Thruster
- item_NameAEGS_Idris_Main_Fixed_01_CIV=Main Thruster
- item_NameAEGS_Idris_Main_Fixed_01_MIL=Main Thruster
- item_NameAEGS_Idris_Main_Fixed_01_PIR=Main Thruster
- Item_NameAEGS_Idris_Mav_Fixed_CIV=Fixed Mav Thruster
- Item_NameAEGS_Idris_Mav_Fixed_MIL=Fixed Mav Thruster
- Item_NameAEGS_Idris_Mav_Fixed_PIR=Fixed Mav Thruster
- item_NameAEGS_Idris_Pilot_seat=AEGS Idris Pilot Seat
- item_NameAEGS_Idris_Rack=AEGS Idris Missile Rack
- Item_NameAEGS_Idris_Retro_CIV=Retro Thruster
- Item_NameAEGS_Idris_Retro_MIL=Retro Thruster
- Item_NameAEGS_Idris_Retro_PIR=Retro Thruster
- item_NameAEGS_Idris_Turret=AEGS Idris Turret
- item_NameAEGS_Idris_Turret_Base=AEGS Idris Turret
- item_NameAEGS_Idris_Turret_Seat=AEGS Idris Turret Seat
- item_NameAEGS_Idris_Weapons_Seat=AEGS Idris Weapons Seat
- item_NameAEGS_Javelin_Copilot_Seat=AEGS Javelin Co-Pilot Seat
- item_NameAEGS_Javelin_Joint_Thruster=AEGS Javelin Joint Thruster
- item_NameAEGS_Javelin_Joint_Thruster_Small=AEGS Javelin Small Joint Thruster
- item_NameAEGS_Javelin_MainEngine=AEGS Javelin Main Engine
- item_NameAEGS_Javelin_Pilot_Seat=AEGS Javelin Pilot Seat
- item_NameAEGS_Javelin_Retro_Thruster=AEGS Javelin Retro Thruster
- item_NameAEGS_Javelin_SupportEngine=AEGS Javelin Support Engine
- item_NameAEGS_Javelin_Turret=AEGS Javelin Turret
- item_NameAEGS_Javelin_Turret_Base=AEGS Javelin Turret
- item_NameAEGS_Raven_CML_Chaff=AEGS Sabre Raven - Chaff Launcher
- item_NameAEGS_Raven_CML_Flare=AEGS Sabre Raven - Flare Launcher
- item_NameAEGS_Redeemer_shop=Aegis Dynamics Redeemer
- item_NameAEGS_Retaliator_Cockpit_Seat=AEGS Retaliator Cockpit Seat
- item_NameAEGS_Retaliator_Engineer_Console=Aegis Retaliator Engineering Control Station
- item_NameAEGS_Retaliator_LandingSystem=AEGS Retaliator Landing System
- item_NameAEGS_Retaliator_MultiLight=AEGS Retaliator External Lights
- item_NameAEGS_Retaliator_shop=Aegis Retaliator
- item_NameAEGS_Retaliator_Turret=Aegis Retaliator Turret
- item_NameAEGS_Retaliator_Turret_Base=Aegis Retaliator Turret
- item_NameAEGS_Retaliator_Turret_Seat=AEGS Retaliator Turret Seat
- item_NameAEGS_S1_Rack_x2=AEGS S1 Double Platform
- item_NameAEGS_S2_Rack_x1=AEGS Single Platform
- item_NameAEGS_S2_Rack_x2=AEGS Double Platform
- item_NameAEGS_S2_Rack_x3=AEGS Triple Platform
- item_NameAEGS_S2_Rack_x4=AEGS Quad Platform
- item_NameAEGS_S3_Rack_x1=AEGS Single Platform
- item_NameAEGS_Sabre_CML_Chaff=AEGS Sabre - Chaff Launcher
- item_NameAEGS_Sabre_CML_Flare=AEGS Sabre - Flare Launcher
- item_NameAEGS_Sabre_Cockpit_Seat=AEGS Sabre Cockpit Seat
- item_NameAEGS_Sabre_LandingSystem=AEGS Sabre Landing System
- item_NameAEGS_Sabre_Main=Main Thruster
- item_NameAEGS_Sabre_mav_Joint_01=Omni Thruster
- item_NameAEGS_Sabre_mav_Joint_02=Rotational Thruster
- item_NameAEGS_Sabre_MultiLight=AEGS Sabre External Lights
- item_NameAEGS_Sabre_Retro=Retro Thruster
- item_NameAEGS_Test_ADS=AEGS 1000 ADS Computer
- item_NameAEGS_Test_CPU=AEGS 1000 CPU
- item_NameAEGS_Test_Motherboard=AEGS 1000 Motherboard
- item_NameAEGS_Test_TC=AEGS 1000 Targeting Computer
- item_NameAEGS_Test_WC=AEGS Weapons Control
- item_NameAEGS_Thruster_Fixed_Antaeus=Aegis Antaeus Main Engine
- item_NameAEGS_Thruster_Fixed_Hermes=Aegis Hermes Fixed Thruster
- item_NameAEGS_Thruster_Fixed_Idris=AEGS Idris Fixed Thruster
- item_NameAEGS_Thruster_Fixed_Vanguard=AEGS Vanguard Fixed Thruster
- item_NameAEGS_Thruster_Joint_Hercules=Aegis Hercules Thruster
- item_NameAEGS_Thruster_Joint_Samson=Aegis Samson Thruster
- item_NameAEGS_Thruster_Joint_Vanguard=AEGS Vanguard Joint Thruster
- item_NameAEGS_Thruster_Retro_Idris=AEGS Idris Retro Thruster
- item_NameAEGS_Thruster_Retro_Ixion=Aegis Ixion Retro Thruster
- item_NameAEGS_Vanguard_Cockpit_Seat=AEGS Vanguard Cockpit Seat
- item_NameAEGS_Vanguard_Jump_Seat=AEGS Vanguard Jump Seat
- item_NameAEGS_Vanguard_LandingSystem=AEGS Vanguard Landing System
- item_NameAEGS_Vanguard_Main_01=Main Thruster
- item_NameAEGS_Vanguard_Main_02=Main Thruster
- item_NameAEGS_Vanguard_Mav_Fixed=Fixed Mav Thruster
- item_NameAEGS_Vanguard_Mav_Joint=Joint Mav Thruster
- item_NameAEGS_Vanguard_Retro=Retro Thruster
- item_NameAEGS_Vanguard_Retro_Thruster=AEGS Vanguard Retro Thruster
- item_NameAEGS_Vanguard_Turret=AEGS Vanguard Turret
- item_NameAEGS_Vanguard_Turret_Base=AEGS Vanguard Turret
- item_NameAEGS_Vanguard_Turret_Seat=AEGS Vanguard Turret Seat
- item_NameAEGS_XiTech_Pro_Fixed_S3_Q3=AEGS XiTech Pro Fixed Thruster
- item_NameAEGS_XiTech_Pro_Joint_S3_Q3=AEGS XiTech Pro Joint Thruster
- item_NameAEGS_XiTech_Pro_Retro_S3_Q3=AEGS XiTech Pro Retro Thruster
- item_NameAlienFish=Menarik
- item_NameALST_Retro_S3=ALST Retro Thruster
- item_NameALST_Stamina_S2_Q3=ALST Stamina Thruster S2
- item_NameALST_Stamina_S4_Q4=ALST Stamina Thruster S4
- item_NameAMBX_APAR_BallisticGatling_S4=Apocalypse Arms Ballistic Gatling S4 Ammo Box
- item_NameAMBX_APAR_MassDriver_S2=Apocalypse Arms Mass Driver S2 Ammo Box
- item_NameAMBX_BEHR_BallisticCannon_S4_HE=Behring Ballistic Autocannon S4 Ammo Box
- item_NameAMBX_BEHR_BallisticRepeater_S2=Behring Ballistic Repeater S2 Ammo Box
- item_NameAMBX_BEHR_Flares_16=Behring Flares x 16
- item_NameAMBX_BEHR_Flares_24=Behring Flares x 24
- item_NameAMBX_BEHR_Flares_32=Behring Flares x 32
- item_NameAMBX_BEHR_Flares_40=Behring Flares x 40
- item_NameAMBX_BEHR_Flares_48=Behring Flares x 48
- item_NameAMBX_BEHR_Flares_8=Behring Flares x 8
- item_NameAMBX_GATS_BallisticCannon_S2=Gallenson Tactical Ballistic Autocannon S2 Ammo Box
- item_NameAMBX_GATS_BallisticCannon_S3=Gallenson Tactical Ballistic Autocannon S3 Ammo Box
- item_NameAMBX_GATS_BallisticGatling_S2=Gallenson Tactical Ballistic Gatling S2 Ammo Box
- item_NameAMBX_GATS_BallisticGatling_S3=Gallenson Tactical Ballistic Gatling S3 Ammo Box
- item_NameAMBX_JOKR_Chaff_16=Joker Chaff x 16
- item_NameAMBX_JOKR_Chaff_24=Joker Chaff x 24
- item_NameAMBX_JOKR_Chaff_32=Joker Chaff x 32
- item_NameAMBX_JOKR_Chaff_40=Joker Chaff x 40
- item_NameAMBX_JOKR_Chaff_48=Joker Chaff x 48
- item_NameAMBX_JOKR_Chaff_8=Joker Chaff x 8
- item_NameAMBX_JOKR_Flares_16=Joker Flares x 16
- item_NameAMBX_JOKR_Flares_24=Joker Flares x 24
- item_NameAMBX_JOKR_Flares_32=Joker Flares x 32
- item_NameAMBX_JOKR_Flares_40=Joker Flares x 40
- item_NameAMBX_JOKR_Flares_48=Joker Flares x 48
- item_NameAMBX_JOKR_Flares_8=Joker Flares x 8
- item_NameAMBX_KBAR_BallisticCannon_S1=KnightBridge Arms Ballistic Autocannon S1 Ammo Box
- item_NameAMBX_KBAR_BallisticCannon_S2=KnightBridge Arms Ballistic Autocannon S2 Ammo Box
- item_NameAMBX_KBAR_BallisticCannon_S3=KnightBridge Arms Ballistic Autocannon S3 Ammo Box
- item_NameAMBX_KLWE_MassDriver_S10=Klaus & Werner Mass Driver S10 Ammo Box
- item_NameAMBX_KLWE_MassDriver_S2=Sledge II Ammo Box
- item_NameAMBX_KRIG_BallisticGatling_S2=Kruger Intergalactic Ballistic Gatling S2 Ammo Box
- item_NameAMBX_KRIG_BallisticGatling_S3=Kruger Intergalactic Ballistic Gatling S3 Ammo Box
- item_NameAMBX_RSI_BallisticRepeater_S9=RSI Ballistic Repeater S9 Ammo Box
- item_NameAMBX_TALN_Chaff_16=Talon Chaff x 16
- item_NameAMBX_TALN_Chaff_24=Talon Chaff x 24
- item_NameAMBX_TALN_Chaff_32=Talon Chaff x 32
- item_NameAMBX_TALN_Chaff_40=Talon Chaff x 40
- item_NameAMBX_TALN_Chaff_48=Talon Chaff x 48
- item_NameAMBX_TALN_Chaff_8=Talon Chaff x 8
- item_NameAmmobox_AEGS_Avenger_Flares=AEGS Avenger Flares Ammo
- item_NameAmmoBox_AEGS_Flares=AEGS Flare Ammo
- item_NameAmmobox_AEGS_Flares_Tutorial=AEGS Flare Ammo
- item_NameAmmoBox_ANVL_Flares=ANVL Flare Ammo
- item_NameAmmobox_ANVL_Hornet_F7C_Flares=ANVL Hornet F7C Flares Ammo
- item_NameAmmobox_ANVL_Hornet_F7CM_Flares=ANVL Hornet F7CM Flares Ammo
- item_NameAmmobox_ANVL_Hornet_FC7R_Flares=ANVL Hornet F7CR Flares Ammo
- item_NameAmmobox_Ballistic_1000rd_20mm=Ammo Box Ballistic 20mm 1000rd
- item_NameAmmobox_Ballistic_120rd_106mm_exp=Ammo Box Ballistic HE 106mm 120rd
- item_NameAmmobox_Ballistic_120rd_40mm=Ammo Box Ballistic 40mm 120rd
- item_NameAmmobox_Ballistic_120rd_60mm=Ammo Box Ballistic 60mm 120rd
- item_NameAmmobox_Ballistic_150rd_35mm=Ammo Box Ballistic 35mm 150rd
- item_NameAmmobox_Ballistic_180rd_60mm=Ammo Box Ballistic 60mm 180rd
- item_NameAmmobox_Ballistic_200rd_25mm=Ammo Box Ballistic 25mm 200rd
- item_NameAmmoBox_Ballistic_20mm_AMMO=Ammo Box - 20mm
- item_NameAmmobox_Ballistic_240rd_40mm=Ammo Box Ballistic 40mm 240rd
- item_NameAmmobox_Ballistic_240rd_60mm=Ammo Box Ballistic 60mm 240rd
- item_NameAmmoBox_Ballistic_24mm=Ammo Box - 24mm
- item_NameAmmobox_Ballistic_250rd_20mm=Ammo Box Ballistic 20mm 250rd
- item_NameAmmoBox_Ballistic_25mm_AMMO=Ammo Box - 25mm
- item_NameAmmobox_Ballistic_300rd_35mm=Ammo Box Ballistic 35mm 300rd
- item_NameAmmobox_Ballistic_30rd_1000mm_rail=Ammo Box Ballistic Rail 1000mm 30rd
- item_NameAmmoBox_Ballistic_35mm_AMMO=Ammo Box - 35mm
- item_NameAmmobox_Ballistic_360rd_40mm=Ammo Box Ballistic 40mm 360rd
- item_NameAmmobox_Ballistic_400rd_25mm=Ammo Box Ballistic 25mm 400rd
- item_NameAmmobox_Ballistic_450rd_35mm=Ammo Box Ballistic 35mm 450rd
- item_NameAmmobox_Ballistic_480rd_40mm=Ammo Box Ballistic 40mm 480rd
- item_NameAmmobox_Ballistic_500rd_1000mm=Ammo Box Ballistic 1000mm 500rd
- item_NameAmmobox_Ballistic_500rd_20mm=Ammo Box Ballistic 20mm 500rd
- item_NameAmmobox_Ballistic_500rd_40mm_5km_exp=Ammo Box Ballistic HE 20mm 500rd 5km
- item_NameAmmobox_Ballistic_500rd_40mm_exp=Ammo Box Ballistic HE 20mm 500rd
- item_NameAmmobox_Ballistic_50mm=Ammo Box Ballistic 50mm
- item_NameAmmoBox_Ballistic_50mm_AMMO=Ammo Box - 50mm
- item_NameAmmobox_Ballistic_600rd_25mm=Ammo Box Ballistic 25mm 600rd
- item_NameAmmobox_Ballistic_600rd_35mm=Ammo Box Ballistic 35mm 600rd
- item_NameAmmoBox_Ballistic_60mm_AMMO=Ammo Box - 60mm
- item_NameAmmobox_Ballistic_60rd_60mm=Ammo Box Ballistic 60mm 60rd
- item_NameAmmobox_Ballistic_60rd_60mm_rail=Ammo Box Ballistic Rail 60mm 60rd
- item_NameAmmobox_Ballistic_60rd_80mm_rail=Ammo Box Ballistic Rail 80mm 60rd
- item_NameAmmobox_Ballistic_750rd_20mm=Ammo Box Ballistic 20mm 750rd
- item_NameAmmobox_Ballistic_750rd_30mm=Ammo Box Ballistic 30mm 750rd
- item_NameAmmobox_Ballistic_800rd_25mm=Ammo Box Ballistic 25mm 800rd
- item_NameAmmobox_Ballistic_KRIG_20mm=KRIG Ammo Box Ballistic 20mm
- item_NameAmmobox_Ballistic_KRIG_25mm=KRIG Ammo Box Ballistic 25mm
- item_NameAmmobox_JOKR_Defcon_Flares=JOKR Defcon Flares Ammo
- item_NameAmmobox_ORIG_300i_Flares=ORIG 300i Flares Ammo
- item_NameAmmobox_ORIG_315p_Flares=ORIG 315p Flares Ammo
- item_NameAmmobox_ORIG_325a_Flares=ORIG 325a Flares Ammo
- item_NameAmmobox_ORIG_350r_Flares=ORIG 350r Flares Ammo
- item_NameAmmoBox_ORIG_Flares=ORIG Flare Ammo Box
- item_NameAmmobox_ORIG_M50_Flares=ORIG M50 Flares Ammo
- item_Nameammobox_pistol=Pistol Ammo Box
- item_Nameammobox_rifle=Rifle Ammo Box
- item_NameAmmobox_Rocket=Rocket Ammo
- item_NameAmmobox_RSI_Aurora_CL_Flares=RSI Aurora CL Flares Ammo
- item_NameAmmobox_RSI_Aurora_ES_Flares=RSI Aurora ES Flares Ammo
- item_NameAmmobox_RSI_Aurora_LN_Flares=RSI Aurora LN Flares Ammo
- item_NameAmmobox_RSI_Aurora_LX_Flares=RSI Aurora LX Flares Ammo
- item_NameAmmobox_RSI_Aurora_MR_Flares=RSI Aurora MR Flares Ammo
- item_NameAmmoBox_RSI_Flares=RSI Flare Ammo Box
- item_NameAmmobox_VNCL_Glaive_Flares=VNCL Glaive Flares Ammo
- item_NameAmmobox_VNCL_Scythe_Flares=VNCL Scythe Flares Ammo
- item_NameAmmobox_XIAN_Scout_Flares=XIAN Scout Flares Ammo
- item_NameAmmoCrate=Ammo Crate
- item_NameAMRS_LaserCannon_S1=Omnisky III Laser Autocannon
- item_NameAMRS_LaserCannon_S2=Omnisky VI Laser Autocannon
- item_NameAMRS_LaserCannon_S3=Omnisky IX Laser Autocannon
- item_NameAMRS_LaserCannon_S4=Omnisky XII Laser Autocannon
- item_NameAMRS_LaserCannon_S5=Omnisky XV Laser Autocannon
- item_NameAMRS_LaserCannon_S6=Omnisky XVIII Laser Autocannon
- item_NameAMRS_ScatterGun_S3=PyroBurst Scattergun
- item_NameANVL_Arrow_Turret=Anvil Arrow Turret
- item_NameANVL_CML_Chaff=ANVL Chaff Launcher
- item_NameANVL_CML_Flare=ANVL Flare Launcher
- item_NameANVL_Cockpit_Audio=ANVL Cockpit Audio
- item_NameANVL_Crucible_Seat=ANVL Crucible Seat
- item_NameANVL_F7A_CML_Chaff=ANVL Hornet F7A - Chaff Launcher
- item_NameANVL_F7A_CML_Flare=ANVL Hornet F7A - Flare Launcher
- item_NameANVL_F7A_FuelIntake=ANVL Hornet F7A Fuel Intake
- item_NameANVL_Fixed_Mount_Hornet_Ball_S4=Specialty Hornet S5 VariPuck Mount
- item_NameANVL_Flex_MK2=ANVL Flex MK2 Thruster
- item_NameANVL_Flex_MK3=ANVL Flex MK3 Thruster
- item_NameANVL_FuelIntake=ANVL Fuel Intake
- item_NameANVL_FuelTank_F7A=ANVL Hornet F7A Fuel Tank
- item_NameANVL_Gladiator_CML_Chaff=ANVL Gladiator - Chaff Launcher
- item_NameANVL_Gladiator_CML_Flare=ANVL Gladiator - Flare Launcher
- item_NameANVL_Gladiator_CoPilot_Ejection_Seat=ANVL Gladiator Co-Pilot Ejection Seat
- item_NameANVL_Gladiator_Ejection_Seat=ANVL Gladiator Pilot Ejection Seat
- item_NameANVL_Gladiator_LandingSystem=ANVL Gladiator Landing System
- item_NameANVL_Gladiator_Multilight=ANVL Gladiator External Lights
- item_NameANVL_Gladiator_Turret_Ball_S2_Q2=ANVL Gladiator Turret
- item_NameANVL_Hornet_BallTurret_Lights=ANVL Hornet Ball Turret External Lights
- item_NameANVL_Hornet_Ejection_Seat=ANVL Hornet Ejection Seat
- item_NameANVL_Hornet_Ejection_Seat_CoPilot=ANVL Hornet Co-Pilot Ejection Seat
- item_NameANVL_Hornet_Ejection_Seat_F7A=ANVL Hornet F7A Ejection Seat
- item_NameANVL_Hornet_F7C_Ball_Turret=C4-160f S5 Hornet Ball Turret
- item_NameANVL_Hornet_F7C_Nose_Turret=ANVL Hornet F7C Nose Turret
- item_NameANVL_Hornet_F7C_shop=Anvil Hornet F7C
- item_NameANVL_Hornet_F7CR_shop=Anvil Hornet F7CR Tracker
- item_NameANVL_Hornet_F7CS_shop=Anvil Hornet F7CS Ghost
- item_NameANVL_Hornet_LandingSystem=ANVL Hornet Landing System
- item_NameANVL_Hornet_Lights=ANVL Hornet External Lights
- item_NameANVL_Hornet_Multilight=ANVL Hornet External Lights
- item_NameANVL_Joint_MK2=ANVL Joint MK2 Thruster
- item_NameANVL_Joint_MK3=ANVL Joint MK3 Thruster
- item_NameANVL_Lightning_F8_Turret=Anvil Lightning F8 Turret
- item_NameANVL_S1_Rack_x4=ANVL Quad S1 Missile Rack
- item_nameANVL_S2_Rack_x2=ANVL Double S2 Missile Rack
- item_NameANVL_S3_Rack_x1=ANVL Single S3 Missile Platform
- item_NameANVL_S5_Rack_x2=ANVL Gladiator Double Torpedo Mount
- item_NameANVL_Terrapin_Nose_Turret=Anvil Terrapin Nose Mount
- item_NameANVL_Test_ADS=ANVL 1000 ADS Computer
- item_NameANVL_Test_CPU=ANVL 1000 CPU
- item_NameANVL_Test_Motherboard=ANVL1000 Motherboard
- item_NameANVL_Test_TC=ANVL 1000 Targeting Computer
- item_NameANVL_Test_WC=ANVL Weapons Control
- item_NameAPAR_BallisticGatling_S4=Revenant Ballistic Gatling
- item_NameAPAR_BallisticGatling_S6=Draugar Ballistic Gatling
- item_NameAPAR_BallisticRepeater_S4=Shade
- item_NameAPAR_BallisticRepeater_S5=Eventide
- item_NameAPAR_BallisticRepeater_S6=Nightfall
- item_NameAPAR_BallisticScatterGun_S1=Havoc Ballistic Scattergun
- item_NameAPAR_BallisticScatterGun_S1_Shark=Havoc Ballistic Scattergun Sharkmouth Edition
- item_NameAPAR_BallisticScatterGun_S2=Hellion Ballistic Scattergun
- item_NameAPAR_BallisticScatterGun_S2_Shark=Hellion Ballistic Scattergun Sharkmouth Edition
- item_NameAPAR_BallisticScatterGun_S3=Predator Ballistic Scattergun
- item_NameAPAR_BallisticScatterGun_S3_Shark=Predator Ballistic Scattergun Sharkmouth Edition
- item_NameAPAR_MassDriver_S2=Strife Mass Driver
- item_Nameapar_melee_01=Demon Fang Combat Knife
- item_Nameapar_special_ballistic_01=Scourge Railgun
- item_Nameapar_special_ballistic_01_black02=Scourge “Nightstalker” Railgun
- item_Nameapar_special_ballistic_01_mag=Scourge Railgun Magazine (10 cap)
- item_Nameapar_special_ballistic_01_tan01=Scourge “Desert Shadow” Railgun
- item_Nameapar_special_ballistic_02=Animus Missile Launcher
- item_Nameapar_special_ballistic_02_mag=Animus Missile Launcher Magazine (3 cap)
- item_nameArchimedes_Paint_P72=P-72 Archimedes
- item_NameARCO_ArcDuo_400_engine_Freelancer=Arc Duo 400
- item_NameArenaCommanderShipUI=@ArenaCommanderShipUI
- item_NameARGO_MPUV_Aux_Fixed_01=Fixed Mav Thruster
- item_NameARGO_MPUV_Aux_Fixed_02=Fixed Mav Thruster
- item_NameARGO_MPUV_Aux_Fixed_03=Fixed Mav Thruster
- item_NameARGO_MPUV_LandingSystem=ARGO MPUV Landing System
- item_Namearma_barrel_comp_s1=Sion Compensator1
- item_Namearma_barrel_comp_s2=Sion Compensator2
- item_Namearma_barrel_comp_s3=Sion Compensator3
- item_Namearma_barrel_flhd_s1=Veil Flash Hider1
- item_Namearma_barrel_flhd_s2=Veil Flash Hider2
- item_Namearma_barrel_flhd_s3=Veil Flash Hider3
- item_Namearma_barrel_stab_s1=Emod Stabilizer1
- item_Namearma_barrel_stab_s2=Emod Stabilizer2
- item_Namearma_barrel_stab_s3=Emod Stabilizer3
- item_Namearma_barrel_supp_s1=Tacit Suppressor1
- item_Namearma_barrel_supp_s2=Tacit Suppressor2
- item_Namearma_barrel_supp_s3=Tacit Suppressor3
- item_NameARMR_AEGS_Avenger_Stalker=Avenger Stalker Ship Armor
- item_NameARMR_AEGS_Avenger_Titan=Avenger Titan Ship Armor
- item_NameARMR_AEGS_Avenger_Warlock=Avenger Warlock Ship Armor
- item_NameARMR_AEGS_Gladius=Gladius Ship Armor
- item_NameARMR_AEGS_Hammerhead=Hammerhead Ship Armor
- item_NameARMR_AEGS_Idris=Idris Ship Armor
- item_NameARMR_AEGS_Retaliator=Retaliator Ship Armor
- item_NameARMR_AEGS_Sabre=Sabre Ship Armor
- item_NameARMR_AEGS_SabreRaven=Sabre Raven Ship Armor
- item_NameARMR_AEGS_Vanguard=Vanguard Ship Armor
- item_NameARMR_ANVL_Gladiator=Gladiator Ship Armor
- item_NameARMR_ANVL_Hornet_F7A=Hornet F7A Ship Armor
- item_NameARMR_ANVL_Hornet_F7C=Hornet F7C Ship Armor
- item_NameARMR_ANVL_Hornet_F7CM=ANVL Bastion Ship Armor
- item_NameARMR_ANVL_Hornet_F7CR=Hornet F7CR Ship Armor
- item_NameARMR_ANVL_Hornet_F7CS=ANVL Void Ship Armor
- item_NameARMR_ARGO_MPUV=ARGO MPUV Ship Armor
- item_NameARMR_CNOU_Mustang_Alpha=Mustang Alpha Ship Armor
- item_NameARMR_CNOU_Mustang_Beta=Mustang Beta Ship Armor
- item_NameARMR_CNOU_Mustang_Delta=CNOU Cavalry Ship Armor
- item_NameARMR_CNOU_Mustang_Gamma=Mustang Gamma Ship Armor
- item_NameARMR_CNOU_Mustang_Omega=Mustang Omega Ship Armor
- item_NameARMR_DRAK_Cutlass_Black=Cutlass Black Ship Armor
- item_NameARMR_KRIG_Merlin=Merlin Ship Armor
- item_NameARMR_MISC_Freelancer=Freelancer Ship Armor
- item_NameARMR_MISC_Reliant=MISC Reliant Ship Armor
- item_NameARMR_MISC_Starfarer=Starfarer Ship Armor
- item_NameARMR_MISC_Starfarer_Gemini=Starfarer Gemini Ship Armor
- item_NameARMR_ORIG_300i=300i Ship Armor
- item_NameARMR_ORIG_315p=315p Ship Armor
- item_NameARMR_ORIG_325a=TLSM R5 Ship Armor
- item_NameARMR_ORIG_350r=350r Ship Armor
- item_NameARMR_ORIG_M50=M50 Ship Armor
- item_NameARMR_RSI_Aurora_CL=Aurora CL Ship Armor
- item_NameARMR_RSI_Aurora_ES=Aurora ES Ship Armor
- item_NameARMR_RSI_Aurora_LN=RSI Lorica Ship Armor
- item_NameARMR_RSI_Aurora_LX=Aurora LX Ship Armor
- item_NameARMR_RSI_Aurora_MR=Aurora MR Ship Armor
- item_NameARMR_RSI_Constellation_Andromeda=Constellation Andromeda Ship Armor
- item_NameARMR_VNCL_Blade=Blade Ship Armor
- item_NameARMR_VNCL_Glaive=Glaive Ship Armor
- item_NameARMR_VNCL_Scythe=Scythe Ship Armor
- item_NameARMR_VNCL_Stinger=Stinger Ship Armor
- item_NameARMR_VNCL_Void=Void Ship Armor
- item_NameARMR_XIAN_Scout=Scout Ship Armor
- item_NameASAD_DistortionRepeater_S1=DR Model-XJ1
- item_NameASAD_DistortionRepeater_S2=DR Model-XJ2
- item_NameASAD_DistortionRepeater_S3=DR Model-XJ3
- item_NameASAS_SoloShield=Ascension Astro Soloshield
- item_NameASAS_Soloshield_Survival=Ascension Astro Soloshield Survival
- item_nameaurora_bigbenny=Big Benny
- item_nameaurora_crashtest=Crash Test
- item_nameaurora_midnight=Midnight
- item_NameAurora_Paint_BigBenny=Big Benny
- item_NameAurora_Paint_Blackbeard=Blackbeard
- item_NameAurora_Paint_CrashTest=Hazard
- item_NameAurora_Paint_Midnight=Midnight
- item_NameAurora_Paint_Pitchfork=Pitchfork Livery
- item_NameAurora_Paint_Signature=UEE Signature
- item_NameAurora_Paint_StarKitten=Star Kitten
- item_NameAurora_Paint_SXSW15=SXSW15 Commemorative
- item_NameAurora_Paint_UEE=UEE Livery
- item_nameaurora_pirate=Dread Pirate
- item_nameaurora_pitchfork=Operation Pitchfork
- item_nameaurora_signature=Low Signature
- item_nameaurora_starkitten=Star Kitten
- item_nameaurora_sxsw15=SXSW 2015
- item_nameaurora_uee=UEE Distinguished Service
- item_NameAVIO_BEHR_S01_CSR_RP=BEHR Avionics Motherboard
- item_NameAVIO_CPUB_MITE_Memvio_10b=memVio 1.0b CPU Booster
- item_NameAVIO_LEGACY_ADS=ADS Computer
- item_NameAVIO_TGTC_BEHR_TM_4AB=TM-4AB Targeting Computer
- item_NameAVIO_TGTC_BEHR_TM_4GS=TM-4GS Targeting Computer
- item_NameAVIO_TGTC_BEHR_TM_4WL=TM-4WL Targeting Computer
- item_NameAVIO_TGTC_WLOP_F7A=F7A Targeting Computer
- item_NameAVIO_TGTC_WLOP_P1_Omnitrack=P1 Omnitrack Targeting Computer
- item_NameAVIO_TGTC_WLOP_P3_Autocompensator=P3 Autocompensator Targeting Computer
- item_NameAVIO_TGTC_WLOP_P3X_Multilock=P3X Multilock Targeting Computer
- item_NameBallistic_25mm=<-=MISSING=->
- item_NameBallistic_35mm=<-=MISSING=->
- item_NameBallistic_50mm=<-=MISSING=->
- item_NameBallistic_60mm=<-=MISSING=->
- item_NameBandage=Bandage
- item_NameBANU_TachyonCannon_S1=Singe (S1)
- item_NameBANU_TachyonCannon_S2=Singe (S2)
- item_NameBANU_TachyonCannon_S3=Singe (S3)
- item_Namebehr_areadenialsystem_01=BEHR PK-1 Sweeper
- item_Namebehr_areadenialsystem_01_ammo=BEHR PK-1 Sweeper
- item_NameBEHR_ASIM09c_Marksman_II=ASIM09c Marksman II
- item_NameBEHR_BallisticCannon_S4=C-788 Ballistic Autocannon
- item_NameBEHR_BallisticCannon_VNG_S2=CVSA Ballistic Cannon
- item_NameBEHR_BallisticRepeater_S1=SW16BR1 “Buzzsaw”
- item_NameBEHR_BallisticRepeater_S2=SW16BR2 “Sawbuck”
- item_NameBEHR_BallisticRepeater_S3=SW16BR3 “Shredder”
- item_NameBEHR_BallisticRepeater_VNG_S2=BRVS Ballistic Repeater
- item_Namebehr_conc_grenade_01=AP-7 Concussion Grenade
- item_Namebehr_conc_grenade_01_ammo=Behring AP-7 Concussion Grenade
- item_NameBEHR_DistortionCannon_VNG_S2=EVSD Distortion Cannon
- item_NameBEHR_DistortionRepeater_VNG_S2=ATVS Distortion Repeater
- item_Namebehr_emp_grenade_01=EP-5 EMP Grenade
- item_Namebehr_emp_grenade_01_ammo=Behring EP-5 EMP Grenade
- item_Namebehr_frag_grenade_01=MK-4 Frag Grenade
- item_Namebehr_frag_grenade_01_ammo=Behring MK4 Frag Grenade
- item_Namebehr_grav_grenade_01=DS-12 Force Propulsion Grenade
- item_Namebehr_grav_grenade_01_ammo=Behring DS-12 Force Propulsion Grenade
- item_Namebehr_hmg_ballistic_01=FS-9H Ballistic HMG
- item_Namebehr_hmg_ballistic_01_mag=FS-9H Magazine (80 cap)
- item_NameBEHR_LaserCannon_S1=M3A Laser Autocannon
- item_NameBEHR_LaserCannon_S2=M4A Laser Autocannon
- item_NameBEHR_LaserCannon_S3=M5A Laser Autocannon
- item_NameBEHR_LaserCannon_S4=M6A Laser Autocannon
- item_NameBEHR_LaserCannon_S5=M7A Laser Autocannon
- item_NameBEHR_LaserCannon_S6=M8A Laser Autocannon
- item_NameBEHR_LaserCannon_S7=M9A Laser Autocannon
- item_NameBEHR_LaserCannon_VNG_S2=MVSA Laser Autocannon
- item_NameBEHR_LaserRepeater_VNG_S2=GVSR Laser Repeater
- item_Namebehr_lidar_grenade_01=SC-1 LIDAR Grenade
- item_Namebehr_lidar_grenade_01_ammo=Behring SC-1 LIDAR Grenade
- item_Namebehr_lmg_ballistic_01=FS-9 Ballistic LMG
- item_Namebehr_lmg_ballistic_01_mag=FS-9 Magazine (120 cap)
- item_Namebehr_optics_holo_x1_s1=Behr Holo S1 X1
- item_Namebehr_optics_holo_x2_s1=Behr Holo S1 X2
- item_Namebehr_optics_holo_x3_s1=Behr Holo S1 X3
- item_Namebehr_optics_rdot_x1_s1=Behr Red Dot S1 X1
- item_Namebehr_optics_tsco_x16_s3=EE16 (16x Telescopic)
- item_Namebehr_optics_tsco_x4_s2=Behr Telescopic S2 X4
- item_Namebehr_optics_tsco_x8_s3=Behr Telescopic S3 X8
- item_NameBEHR_PC2_Dual_S1=PC2 Dual S1 Mount
- item_NameBEHR_PC2_Dual_S3=PC2 Dual S3 Mount
- item_NameBEHR_PC2_Dual_S4=PC2 Dual S4 Mount
- item_NameBEHR_PC2_Dual_S4_Fixed=PC2 Dual S4 Mount
- item_Namebehr_pistol_ballistic_01=S-38 Ballistic Pistol
- item_Namebehr_pistol_ballistic_01_mag=S-38 Magazine (15 cap)
- item_Namebehr_rifle_ballistic_01=P4-AR Ballistic Rifle
- item_Namebehr_rifle_ballistic_01_black02=P4-AR “Nightstalker” Ballistic Rifle
- item_Namebehr_rifle_ballistic_01_green01=P4-AR “Warhawk” Ballistic Rifle
- item_Namebehr_rifle_ballistic_01_iron=P4-AR Iron Sight
- item_Namebehr_rifle_ballistic_01_mag=P4-AR Magazine (30 cap)
- item_Namebehr_rifle_ballistic_01_tan01=P4-AR “Desert Shadow” Ballistic Rifle
- item_Namebehr_rifle_ballistic_01_white02=P4-AR “Boneyard” Ballistic Rifle
- item_Namebehr_rifle_ballistic_02=P8-AR Ballistic Rifle
- item_Namebehr_rifle_ballistic_02_mag=P8-AR Ballistic Rifle Magazine (30 cap)
- item_Namebehr_rifle_ballistic_02a=P8-AR Ballistic Rifle
- item_Namebehr_shotgun_ballistic_01=BR-2 Ballistic Shotgun
- item_Namebehr_shotgun_ballistic_01_mag=BR-2 Magazine (6 cap)
- item_Namebehr_smg_ballistic_01=P8-SC Ballistic SMG
- item_Namebehr_smg_ballistic_01_black01=P8-SC "Midnight" Ballistic SMG
- item_Namebehr_smg_ballistic_01_black02=P8-SC “Nightstalker” Ballistic SMG
- item_Namebehr_smg_ballistic_01_gold01=P8-SC "Executive Edition" Ballistic SMG
- item_Namebehr_smg_ballistic_01_green01=P8-SC “Warhawk” Ballistic SMG
- item_Namebehr_smg_ballistic_01_iron=P8-SC SMG Iron Sight
- item_Namebehr_smg_ballistic_01_mag=P8-SC SMG Magazine (45 cap)
- item_Namebehr_smg_ballistic_01_tan01=P8-SC “Desert Shadow” Ballistic SMG
- item_Namebehr_smg_ballistic_01_white01=P8-SC “Stormfall” Ballistic SMG
- item_Namebehr_smg_ballistic_01_white02=P8-SC “Boneyard” Ballistic SMG
- item_Namebehr_sniper_ballistic_01=P6-LR Ballistic Sniper Rifle
- item_Namebehr_sniper_ballistic_01_mag=P6-LR Magazine (8 cap)
- item_Namebehr_special_ballistic_01=HP-284 Rocket Launcher
- item_Namebehr_special_ballistic_01_mag=mX-SR Ammo
- item_Namebehr_special_ballistic_02=GP-33 "MOD" Grenade Launcher
- item_Namebehr_special_ballistic_02_mag=GP-33 "MOD" Grenade Launcher mag
- item_NameBehring_Marksman_HS_Platform_x1=BEHR Single Platform
- item_NameBehring_Marksman_HS_Platform_x2=Behring Marksman HS Double Platform
- item_NameBehring_Marksman_HS_Platform_x4=BEHR Quad Platform
- item_NameBehring_Marksman_Quad=BEHR Quad Platform
- item_NameBlueLaserBolt=<-=MISSING=->
- item_NameBREC_S3_F4_Q1=GH-146m
- item_NameBRRA_HornetBall_160f_S1_Q2=C4-160f Hornet Ball Turret
- item_NameBRRA_HornetBall_S2_Q1=C4-360r Hornet Ball Turret
- item_NameBRRA_HornetCanard_F7A_S3=N4-160f F7A Turret
- item_NameBRRA_HornetCanard_S2_Q1=N4-160f Turret
- item_NameCaterpillar_Paint_Showdown=[WIP] Caterpillar Showdown
- item_Namecds_deployable_shield_01=CDS QuickCade
- item_Namecds_deployable_shield_01_ammo=CDS QuickCade Ammo
- item_NameClass_2_KRIG_BG_S3_Q3_Mount=KRIG Tigerstrike T-21 Mount
- item_NameClass_2a_Placeholder=Class 2a Mount
- item_NameClass_2b_Placeholder=Class 2b Mount
- item_NameClass_2b_Placeholder_Size1=Class 2b Mount Size 1
- item_NameClassic_LoadoutKit=Classic
- item_NameCleanerFish=Vindel
- item_NameClothingCabinet=@mp_eFlashlightNova
- item_NameCNOU_Cockpit_Audio=CNOU Cockpit Audio
- item_NameCNOU_Delta_RocketPod_x18=R-18 rocket pod
- item_NameCNOU_Magma_S2_Q1=Magma Jet (Outer Engines)
- item_NameCNOU_Magma_S2_Q1_Center=Magma Jet (Center Engine)
- item_NameCNOU_Mustang_Alpha_shop=Mustang Alpha
- item_NameCNOU_Mustang_Beta_shop=CNOU Mustang Beta
- item_NameCNOU_Mustang_DefaultSeat=CNOU Mustang Pilot Seat
- item_NameCNOU_Mustang_Ejection_Seat=CNOU Mustang Pilot Ejection Seat
- item_NameCNOU_Mustang_Gamma_shop=CNOU Mustang Gamma
- item_NameCNOU_Mustang_LandingSystem=CNOU Mustang Landing System
- item_NameCNOU_Mustang_MultiLight=CNOU Mustang Exterior Lights
- item_NameCNOU_Mustang_Nose_Turret=CNOU Mustang Nose Turret
- item_Namecnou_mustang_s1_q2=Mustang ball turret
- item_NameCoaxialGun=<-=MISSING=->
- item_NameCommon_EquipmentDevice=Ship Component
- item_NameConstellation_Bottom_Turret=RSI Constellation Bottom Turret
- item_NameConstellation_Cargo_Prototype=<-=MISSING=->
- item_NameConstellation_Interior=[PH] RSI Constellation Interior
- item_NameConstellation_Top_Turret=RSI Constellation Top Turret
- item_NameCOOL_ACOM_S01_IcePlunge=IcePlunge
- item_NameCOOL_ACOM_S01_QuickCool=QuikCool
- item_NameCOOL_ACOM_S02_AbsoluteZero_SCItem=Absolute Zero
- item_NameCOOL_ACOM_S02_IceDive_SCItem=Ice Dive
- item_NameCOOL_ACOM_S02_RapidCool_SCItem=Rapid Cool
- item_NameCOOL_AEGS_S01_Bracer=Bracer
- item_NameCOOL_AEGS_S01_Bracer_SCItem=Bracer
- item_NameCOOL_AEGS_S01_Glacier_SCItem=Glacier
- item_NameCOOL_AEGS_S01_Polar=Polar
- item_NameCOOL_AEGS_S01_Tundra=Tundra
- item_NameCOOL_AEGS_S02_Arctic=Arctic
- item_NameCOOL_AEGS_S02_Boreal=Boreal
- item_NameCOOL_AEGS_S03_Blizzard_SCItem=Blizzard
- item_NameCOOL_AEGS_S03_Galinstan_SCItem=Galinstan
- item_NameCOOL_AEGS_S03_Mercury=Mercury
- item_NameCOOL_AEGS_S04_Tundra=Tundra
- item_NameCOOL_JSPN_S00_FrostStarSL=Frost-Star SL
- item_NameCOOL_JSPN_S00_WinterStarSL_SCItem=Winter Star SL
- item_NameCOOL_JSPN_S01_CryoStar=Cryo-Star
- item_NameCOOL_JSPN_S01_FrostStar=Frost-Star
- item_NameCOOL_JSPN_S01_WinterStar=Winter-Star
- item_NameCOOL_JSPN_S02_CryoStarEX=Cryo-Star EX
- item_NameCOOL_JSPN_S02_FrostStarEX=Frost-Star EX
- item_NameCOOL_JSPN_S02_WinterStarEX_SCItem=Winter Star EX
- item_NameCOOL_JSPN_S03_FrostStarXL_SCItem=Frost Star XL
- item_NameCOOL_JSPN_S03_WinterStarXL_SCItem=Winter Star XL
- item_NameCOOL_JUST_S01_EcoFlow=EcoFlow
- item_NameCOOL_JUST_S01_Hydrocel=Hydrocel
- item_NameCOOL_JUST_S01_Thermax=Thermax
- item_NameCOOL_JUST_S02_CoolCore=CoolCore
- item_NameCOOL_JUST_S02_Hydrojet=HydroJet
- item_NameCOOL_JUST_S02_Snowfall=Snowfall
- item_NameCOOL_JUST_S02_Snowpack_SCItem=Snowpack
- item_NameCOOL_JUST_S03_ChillMax_SCItem=Chill Max
- item_NameCOOL_JUST_S03_Hydropulse_SCItem=Hydropulse
- item_NameCOOL_JUST_S03_ThermalCore=ThermalCore
- item_NameCOOL_LPLT_S01_ArcticStorm=ArcticStorm
- item_NameCOOL_LPLT_S01_BlastChill=BlastChill
- item_NameCOOL_LPLT_S01_FlashFreeze=FlashFreeze
- item_NameCOOL_LPLT_S02_ColdSnap=ColdSnap
- item_NameCOOL_LPLT_S03_ColdSurge_SCItem=Cold Surge
- item_NameCOOL_LPLT_S03_FrostBurn=FrostBurn
- item_NameCOOL_ORIG_S04_890J_SCItem=Serac
- item_NameCOOL_TYDT_S01_HeatSafe=HeatSafe
- item_NameCOOL_TYDT_S01_VaporBlock=VaporBlock
- item_NameCOOL_TYDT_S02_HeatSink_SCItem=Heat Sink
- item_NameCOOL_TYDT_S02_IceBox_SCItem=Ice Box
- item_NameCOOL_TYDT_S02_NightFall_SCItem=NightFall
- item_NameCOOL_V01_CIV_WCPR_Tepilo=[PH] WCPR-Made XIAN Nox Cooler Name [PH]
- item_NameCOOL_VNCL_S01_Blade=Vanduul Blade Cooler
- item_NameCOOL_VNCL_S01_Cold=Vanduul Cold Cooler
- item_NameCOOL_VNCL_S01_Stinger=Vanduul Stinger Cooler
- item_NameCOOL_VNCL_S01_Void=Vanduul Void Cooler
- item_NameCOOL_WCPR_S00_Fridan=Fridan
- item_NameCOOL_WCPR_S00_Tepilo_SCItem=Tepilo
- item_NameCOOL_WCPR_S01_Berian=Berian
- item_NameCOOL_WCPR_S01_Endo=Endo
- item_nameCOOL_WCPR_S02_Aufeis_SCItem=Aufeis
- item_NameCOOL_WCPR_S02_Graupel=Graupel
- item_NameCOOL_WCPR_S02_Taiga_SCItem=Taiga
- item_NameCOOL_WCPR_S03_Draug_SCItem=Draug
- item_NameCOOL_WCPR_S03_Elsen_SCItem=Elsen
- item_NameCOOL_WCPR_S03_Kragen_SCItem=Kragen
- item_NameCrab=Crab
- item_Namecrlf_medicalaid_01=CRLF DYNAPAK
- item_Namecrlf_medpack_01=MedPen
- item_Namecrlf_oxycan_01=Oxypen
- item_NameCustomizableBox=
- item_NameCutlass_Paint_Showdown=[WIP] Cutlass Showdown
- item_namecyclone_dustdevil=Dust
- item_NameCyclone_Paint_AA=Cyclone-AA
- item_NameCyclone_Paint_DustDevil=Dust Devil
- item_NameCyclone_Paint_RC=Cyclone-RC
- item_NameCyclone_Paint_RN=Cyclone-RN
- item_NameCyclone_Paint_TR=Cyclone-TR
- item_NameDebug_EnergyControl=Debug Weapon Control
- item_NameDebug_ShieldControl=Debug Weapon Control
- item_NameDebug_WeaponControl=Debug Weapon Control
- item_NameDebugGun=<-=MISSING=->
- item_NameDefault_DoubleFuelTank=Double Fuel Tank
- item_NameDefault_Fixed_Mount_S3=Size 3 Fixed Mount
- item_NameDefault_Fixed_Mount_S4=Size 4 Fixed Mount
- item_NameDefault_FuelIntake=Fuel Intake
- item_NameDefault_FuelTank=Fuel Tank
- item_NameDefault_QuantumFuelTank=Quantum Fuel Tank
- item_NameDefaultCharacterCustomizationDevice=@mp_eFlashlightNova
- item_NameDefibrillator=HeartStone PDS
- item_NameDEV_Fixed_Main_Thruster=@Development Fixed Thruster
- item_NameDEV_Fixed_Thruster=@Development Fixed Thruster
- item_NameDEV_Joint_90_Thruster=@Development Jointed Thruster
- item_NameDEV_Joint_Thruster=@Development Jointed Thruster
- item_Namedev_mount=Class 2b Mount
- item_NameDEV_Vector_Thruster=@Development Jointed Thruster
- item_NameDRAK_3DRadarDisplay=DRAK 3D Radar Display
- item_NameDRAK_Buccaneer_Dual_S2=DRAK Buccaneer Spinal Mount
- item_NameDRAK_Caterpillar_SelfDestruct=Drake Caterpillar Self Destruct
- item_NameDRAK_Cockpit_Audio=DRAK Cockpit Audio
- item_NameDRAK_Cutlass_Black_Bump_Seat=DRAK Cutlass Black Jump Seat
- item_NameDRAK_Cutlass_Black_MultiLight=DRAK Cutlass Black External Lights
- item_NameDRAK_Cutlass_Black_shop=Drake Cutlass Black
- item_NameDRAK_Cutlass_Blue_Transport_Copilot_Seat=DRAK Cutlass Blue Co-Pilot Seat
- item_NameDRAK_Cutlass_Blue_Transport_Passenger_Seat=DRAK Cutlass Blue Passenger Seat
- item_NameDRAK_Cutlass_Blue_Transport_Pilot_Seat=DRAK Cutlass Blue Pilot Seat
- item_NameDRAK_Cutlass_Bump_Seat=DRAK Cutlass Jump Seat
- item_NameDRAK_Cutlass_Ejection_Seat=DRAK Cutlass Ejection Seat
- item_NameDRAK_Cutlass_LandingSystem=DRAK Cutlass Landing System
- item_NameDRAK_Cutlass_lights=DRAK Cutlass External Lights
- item_NameDRAK_Cutlass_Red_shop=Drake Cutlass Red
- item_Namedrak_cutlass_s1_q2=DRAK Cutlass Ball Turret
- item_NameDRAK_Cutlass_Turret=DRAK Cutlass Turret
- item_NameDRAK_Cutlass_Turret_Base=DRAK Cutlass Turret
- item_NameDRAK_Cutlass_Turret_Seat=DRAK Cutlass Turret Seat
- item_NameDRAK_Dragonfly_Aux=DRAK Dragonfly Gravity Plate
- item_NameDRAK_Dragonfly_Copilot_Seat=DRAK Dragonfly Co-Pilot Seat
- item_NameDRAK_Dragonfly_Main=DRAK Dragonfly Main Engine
- item_NameDRAK_Dragonfly_Mav_Fixed=Drake Dragonfly Fixed Thruster
- item_NameDRAK_Dragonfly_MAV_Joint=DRAK Dragonfly Joint Thruster
- item_NameDRAK_Dragonfly_Retro=DRAK Dragonfly Retro Thruster
- item_NameDRAK_Dragonfly_Seat=DRAK Dragonfly Seat
- item_NameDRAK_Dual_S1=DRAK Caterpillar Weapon Mount
- item_NameDRAK_Emerald_Arm_S1=DSTC Emerald Arm Thruster
- item_NameDRAK_Emerald_Main_S1=DSTC Emerald Main Thruster
- item_NameDRAK_Emerald_Retro_S1=DSTC Emerald Retro Thruster
- item_NameDRAK_Fixed_Mount_S4=Cutlass Flashfire Specialty Mount
- item_NameDRAK_FuelIntake=DRAK Fuel Intake
- item_NameDRAK_FuelTank_Buccaneer=Drake Buccaneer Fuel Tank
- item_NameDRAK_FuelTank_Herald=DRAK Herald Fuel Tank
- item_NameDRAK_Herald_Hangar_LandingSystem=DRAK Herald Landing System
- item_NameDRAK_Herald_Seat_Pilot=DRAK Herald Pilot Seat
- item_NameDRAK_Herald_Seat_Station=DRAK Herald Station Seat
- item_NameDRAK_Missile_Rack_S1_x2=DRAK S1 Double Missile Rack
- item_NameDRAK_S2_Rack_x2=DRAK Double Platform
- item_NameDRAK_Trireme_Herald_S1_Q1=DRAK Herald Trireme Thruster
- item_NameDRAK_Trireme_S1_Q1=Drake Trireme S-1
- item_NameDRAK_Trireme_S3_Q1=Drake Trireme Thruster
- item_NameDRAK_TriremeMain_S3_Q1=Drake Trireme S-3
- item_NameDRAK_twinLink_gimbal_S1=DRAK Cutlass Weapon Mount
- item_NameDSTC_ARGO_Main_Fixed=Main Thruster
- item_NameDSTC_ARGO_Main_Joint=Main Arm Thruster
- item_NameDSTC_ARGO_Retro_Joint=Retro Thruster
- item_NameDSTC_FP_G4GI_S2_Q1=Dragon STC Blue Main Thruster
- item_NameDSTC_FP_G4GI_S3_Q1=Dragon STC Red Main Engine
- item_NameDSTC_FP_G4GI_S4_Q1=Dragon STC Silver Main Engine
- item_NameEnergyRechargeStation=@mp_eEnergyRechargeStation
- item_NameENGN_RSI_Bengal_Aux=RSI Bengal Auxiliary Thruster
- item_NameENGN_RSI_Bengal_Main=RSI Bengal Main Thruster
- item_NameENGN_RSI_Bengal_Retro=RSI Bengal Retro Thruster
- item_NameENGN_RSI_Bengal_Thruster=RSI Bengal Thruster
- item_NameENGN_VNCL_Stinger=VNCL Stinger Engine
- item_NameENGN_VNCL_Stinger_Wing=VNCL Stinger Wing Engine
- item_NameENGN_XIAN_Scout_S3_Engine=XIAN Scout Engine
- item_NameF_bangs_hair_01=Bangs
- item_NameF_bobcut_hair_01=Side Bob
- item_NameF_bobcut_hair_02=Wavy Bob
- item_NameF_bun_hair_01=Ballet Bun
- item_NameF_bun_hair_01_brown=Ballet Bun
- item_NameF_formal_hair_01=Long Choppy Bob
- item_NameF_hayes_shr_hair_01=Styled Pixie
- item_NameF_hayes_shr_hair_01_black=Styled Pixie
- item_NameF_hayes_shr_hair_01_brown=Styled Pixie
- item_NameF_pixie_hair_01=Layered Pixie
- item_NameF_pixie_hair_01_auburn=Layered Pixie
- item_NameF_ponytail_hair_01=Low Ponytail
- item_NameF_ponytail_hair_01_brown=Low Ponytail
- item_NameF_pusher_shr_hair_01=Buzzed Mohawk
- item_NameF_skinhead_hair_01=Clipped
- item_NameF_skinhead_hair_01_black=Clipped
- item_NameF_slicked_back_hair_01=Slicked Back
- item_NameF_spike_hair_01=Spiked Pixie
- item_NameF_spike_hair_01_blonde=Spiked Pixie
- item_NameF_undercut_hair_01=Asymetrical Undercut
- item_NameF_webster_shr_hair_01=Pixie
- item_NameFFS_T3_Q1=Flashtrack X
- item_NameFlair_Actn_Figure_Outpost_Worker_Cen=Action Figure: Armin Trask
- item_NameFlair_Actn_Figure_Outpost_Worker_Imp=Action Figure: Armin Trask (Imperator Edition)
- item_NameFlair_Actn_Figure_SM_B_Team_Tank_Cen=Action Figure: Bravo Team Tank
- item_NameFlair_Actn_Figure_SM_B_Team_Tank_Imp=Action Figure: Bravo Team Tank (Imperator Edition)
- item_NameFlair_Actn_Figure_UEE_Recon_Marine_Cen=Action Figure: Recon Marine
- item_NameFlair_Actn_Figure_UEE_Recon_Marine_Imp=Action Figure: Recon Marine (Imperator Edition)
- item_NameFlair_Actn_Figure_Vncl_Shipkiller_Cen=Action Figure: Vanduul Shipkiller
- item_NameFlair_Actn_Figure_Vncl_Shipkiller_Imp=Action Figure: Vanduul Shipkiller (Imperator Edition)
- item_NameFlair_Badge_Squadronbadge-214=Badge: 214
- item_NameFlair_Badge_Squadronbadge-35=Badge: 35
- item_NameFlair_Badge_Squadronbadge-36=Badge: 36
- item_NameFlair_Badge_Squadronbadge-78=Badge: 78
- item_NameFlair_Badges=Plaque: Badges
- item_NameFlair_Bond-2942=Plaque: Bond-2942
- item_NameFlair_Bond-2943=Plaque: Bond-2943
- item_NameFlair_Bond-2944=Plaque: Bond-2944
- item_NameFlair_Bond-2945=Plaque: Bond-2945
- item_NameFlair_Bottle=Bottle
- item_NameFlair_Calendar=Calendar
- item_NameFlair_Christmas_Wreath=Holiday Wreath
- item_NameFlair_Dead_Tree=Plant: Altrucia Lacus (Revenant Tree)
- item_NameFlair_Discount_Cot=Cot
- item_NameFlair_Donation_Plaque=Plaque: Donation
- item_NameFlair_FishTank_001=Fish Tank
- item_NameFlair_FishTank_Gold=Fish Tank (Gold)
- item_NameFlair_FishTank_Referral=Kai Habitats
- item_NameFlair_Generic_Horizontal_Display=Generic Horizontal Display
- item_NameFlair_Glowing_Vine=Plant: Ophelia Vine
- item_NameFlair_Gold_Display=Gold Display Case
- item_NameFlair_Hat_Monocle=Hat and Monocle
- item_NameFlair_HelmetStand=Helmet Stand
- item_NameFlair_Holiday_Tree=Holiday Tree
- item_NameFlair_Holiday_Wreath=Holiday Wreath
- item_NameFlair_Jukebox=Jukebox
- item_NameFlair_Lamp_001=Lamp
- item_NameFlair_LiquorCabinet=Liquor Cabinet
- item_NameFlair_Locker_01=Locker 1
- item_NameFlair_Locker_02=Locker 2
- item_NameFlair_Locker_03=Locker 3
- item_NameFlair_Locker_Collection=Locker from Another Universe
- item_NameFlair_M50_Display=ORIG M50 Display Case
- item_NameFlair_medal_200m_1_a=One Empire 200th Anniversary Coin
- item_NameFlair_MISC_Display=MISC Display Case
- item_NameFlair_Model_350r=Model: 350r
- item_NameFlair_Model_350r_Box=Box:Model 350r
- item_NameFlair_Model_Aegis_Avenger=Model: Aegis Avenger
- item_NameFlair_Model_Aegis_Avenger_Box=Box: Model Aegis Avenger
- item_NameFlair_Model_Aegis_Gladius=Model: Aegis Gladius
- item_NameFlair_Model_Aegis_Gladius_Box=Box: Model Gladius
- item_NameFlair_Model_Aurora_Gold=Model: Gold Aurora
- item_NameFlair_Model_AuroraLN=Model: Aurora ES
- item_NameFlair_Model_AuroraLN_Box=Box: Model Aurora ES
- item_NameFlair_Model_Avenger_Gold=Model: Gold Avenger
- item_NameFlair_Model_Caterpillar_BIS_2019=2949 Best in Show: Caterpillar Model
- item_NameFlair_Model_Constellation=Model: Constellation
- item_NameFlair_Model_Constellation_Box=Box: Model Constellation
- item_NameFlair_Model_Constellation_Gold=Model: Gold Constellation
- item_NameFlair_Model_Freelancer=Model: Freelancer
- item_NameFlair_Model_Freelancer_Box=Box: Model Freelancer
- item_NameFlair_Model_Freelancer_Gold=Model: Gold Freelancer
- item_NameFlair_Model_Herald_Gold=Model: Gold Herald
- item_NameFlair_Model_Hornet_F7C-R=Model: Hornet F7C-R
- item_NameFlair_Model_Hornet_F7C-R_Box=Box: Model Hornet
- item_NameFlair_Model_Hornet_Gold=Model: Gold Hornet
- item_NameFlair_Model_Khartu_Prestige_Series_2941=Model: Khartu-al Prestige Series
- item_NameFlair_Model_Khartu_Prestige_Series_2941_Box=Box: Model Khartu-al Prestige Series
- item_NameFlair_Model_Khartu_Prestige_Series_2941_Display=Khartu-al Prestige Series Display Case
- item_NameFlair_Model_Khartu-Al=Model: Khartu-al
- item_NameFlair_Model_Khartu-Al_Box=Box: Model Khartu-al
- item_NameFlair_Model_M50=Model: M50
- item_NameFlair_Model_M50_Box=Box: Model M50
- item_NameFlair_Model_Mustang_Alpha=Model: Mustang Alpha
- item_NameFlair_Model_Mustang_Alpha_Box=Box: Model Mustang Alpha
- item_NameFlair_Model_Mustang_Beta=Model: Mustang Beta
- item_NameFlair_Model_Mustang_Beta_Box=Box: Model Mustang Beta
- item_NameFlair_Model_Mustang_Delta=Model: Mustang Delta
- item_NameFlair_Model_Mustang_Delta_Box=Box: Model Mustang Delta
- item_NameFlair_Model_Mustang_Gamma=Model Mustang Gamma
- item_NameFlair_Model_Mustang_Gamma_Box=Box: Model Mustang Gamma
- item_NameFlair_Model_Reliant=Model: Reliant
- item_NameFlair_Model_Reliant_Box=Box: Model Reliant
- item_NameFlair_Model_Sabre=Model: Sabre
- item_NameFlair_Model_Sabre_Box=Box: Model Sabre
- item_NameFlair_Model_Starfarer=Model: Starfarer
- item_NameFlair_Model_Starfarer_Box=Box: Model Starfarer
- item_NameFlair_Model_Station_Icarus-One_a=Icarus-One - Sol
- item_NameFlair_Model_Station_ICC_Probe_a=ICC Probe - Stanton
- item_NameFlair_Model_Station_IMS_Bolliver_a=IMS Bolliver - Sol
- item_NameFlair_Model_Station_Port_Olisar_a=Port Olisar - Stanton
- item_NameFlair_Model_Tmbl_Nova_Dsrt=Model: Tumbril Nova - Badland
- item_NameFlair_Model_Tmbl_Nova_Dsrt_Box=Box: Model Tumbril Nova - Badland
- item_NameFlair_Model_Tmbl_Nova_Green=Model: Tumbril Nova - UEE Army
- item_NameFlair_Model_Tmbl_Nova_Green_Box=Box: Model Tumbril Nova - UEE Army
- item_NameFlair_Model_Tmbl_Nova_Snow=Model: Tumbril Nova - Snowblind
- item_NameFlair_Model_Tmbl_Nova_Snow_Box=Box: Model Tumbril Nova - Snowblind
- item_NameFlair_Moss_Head=Plant: Conner’s Beard Moss
- item_NameFlair_Piano_Phoenix=Hartwell Music Sentinel 88G
- item_NameFlair_Poster_001=Poster: Be A Hero
- item_NameFlair_Poster_002=Poster: We Want You
- item_NameFlair_Poster_003=Poster: 350R
- item_NameFlair_Poster_004=Poster: Cutlass
- item_NameFlair_Poster_005=Poster: Freelancer
- item_NameFlair_Poster_006=Poster: Hornet
- item_NameFlair_Poster_007=Poster: Gladiator
- item_NameFlair_Poster_008=Poster: Retaliator
- item_NameFlair_Poster_CitizenCon=Poster: CitizenCon
- item_NameFlair_Poster_Constellation=Poster: Constellation
- item_NameFlair_Poster_Gamescom=Poster: Gamescom
- item_NameFlair_Poster_Murray_Cup=Poster: Murray Cup
- item_NameFlair_Poster_nVidia=Poster: nVidia
- item_NameFlair_Poster_SM_Mag_Cover=Poster: Hitbox Exclusive SM Cover
- item_NameFlair_Poster_Tears_Of_Fire=Poster: Tears of Fire
- item_NameFlair_Puglisi_Armor=Puglisi Collection: Armor
- item_NameFlair_Puglisi_Skull=Puglisi Collection: Skull
- item_NameFlair_Radegast_Whiskey_Concierge=Radegast Distillery 2947 Homeward Collection
- item_NameFlair_RockContainer=Puglisi Collection: Artifact
- item_NameFlair_RSI_Display=RSI Display Case
- item_NameFlair_Schematic_Aegs_Hammerhead=Schematic: Aegis Hammerhead - Best in Show Finalist 2949
- item_NameFlair_Schematic_Aegs_Reclaimer=Schematic: Aegis Reclaimer - Best in Show Finalist 2949
- item_NameFlair_Schematic_Aegs_Vanguard_Hoplite=Schematic: Aegis Vanguard Hoplite
- item_NameFlair_Schematic_Aegs_Vindicator=Schematic: Aegis Sabre
- item_NameFlair_Schematic_Anvl_Hurricane=Schematic: Anvil Hurricane
- item_NameFlair_Schematic_Anvl_Terrapin=Schematic: Anvil Terrapin
- item_NameFlair_Schematic_Argo_MPUV=Schematic: Argo MPUV
- item_NameFlair_Schematic_BIS_2019_Caterpillar=2949 Best in Show: Caterpillar Schematics
- item_NameFlair_Schematic_BIS_2019_Cutlass=2949 Best in Show: Cutlass Schematics
- item_NameFlair_Schematic_BIS_2019_Hammerhead=2949 Best in Show: Hammerhead Schematics
- item_NameFlair_Schematic_BIS_2019_Reclaimer=2949 Best in Show: Reclaimer Schematics
- item_NameFlair_Schematic_Drak_Caterpillar=Schematic: Drake Caterpillar
- item_NameFlair_Schematic_Drak_Caterpillar_2=Schematic: Drake Caterpillar - Best in Show Champion 2949
- item_NameFlair_Schematic_Drak_Cutlass=Schematic: Drake Cutlass - Best in Show Finalist 2949
- item_NameFlair_Schematic_Drak_Dragonfly=Schematic: Drake Dragonfly
- item_NameFlair_Schematic_Drak_Herald=Schematic: Drake Herald
- item_NameFlair_Schematic_Misc_Prospector=Schematic: MISC Prospector
- item_NameFlair_Schematic_Misc_Razor=Schematic: MISC Razor
- item_NameFlair_Schematic_Orig_85X=Schematic: Origin 85X
- item_NameFlair_Schematic_Rsi_Polaris=Schematic: RSI Polaris
- item_NameFlair_Sextant_uncarryable=Celestial Sextant
- item_NameFlair_Space_Cactus=Plant: Cereus Rubra (Kavische)
- item_NameFlair_Space_Flower=Plant: Tuserac Plena (Emperor Blossom)
- item_NameFlair_Space_Mushroom=Plant: Pleurotus Cornusymphonia (Opera Mushroom)
- item_NameFlair_Space_Shelf=Plant Shelf
- item_NameFlair_Spaceglobe_Evade=Spaceglobe: Evade
- item_NameFlair_Spaceglobe_Moments=Spaceglobe: Moments
- item_NameFlair_Spaceglobe_Salvage=Spaceglobe: Salvage
- item_NameFlair_Table_Conference=Conference Table
- item_NameFlair_Takuetsu_Display=Takuetsu Display Case
- item_NameFlair_Tephra_Mine=Deactivated Tephra Mine
- item_NameFlair_Towel_42=S42 Towel Rod
- item_NameFlair_Trophy_Citizencon_2015=Trophy: Citizencon 2945
- item_NameFlair_Trophy_Citizencon_2015_Subscriber=Trophy: Citizencon 2945 (Subscriber)
- item_NameFlair_Trophy_Citizencon_2016=Trophy: Citizencon 2016
- item_NameFlair_Trophy_Citizencon_2016_Subscriber=Trophy: Citizencon 2946 (Subscriber)
- item_NameFlair_Trophy_Citizencon_2017=Trophy: Citizencon 2017
- item_NameFlair_Trophy_Citizencon_2018=Trophy: Citizencon 2018
- item_NameFlair_Trophy_Citizencon_2019=CitizenCon 2949 Commemorative Trophy
- item_NameFlair_Trophy_Gamescom=Trophy: Gamescom
- item_NameFlair_Trophy_Gamescom_2944=Trophy: Gamescom 2944
- item_NameFlair_Trophy_Gamescom_2945=Trophy: Gamescom 2945
- item_NameFlair_Trophy_Gamescom_2945_PG=Trophy: Gamescom 2945 PG
- item_NameFlair_Trophy_Gamescom_2946=Trophy: Gamescom 2946
- item_NameFlair_Trophy_Gamescom_2946_PG=Trophy: Gamescom 2946 PG
- item_NameFlair_Trophy_Golden_Ticket=Trophy: Golden Ticket
- item_NameFlair_Trophy_PAX=Trophy: PAX
- item_NameFlair_Trophy_RSI_Cup=Trophy:RSI Cup
- item_NameFlair_Trophy_Zeus=Trophy: Zeus
- item_NameFlair_Vanduul_Armor=Puglisi Collection: Scythe Plating
- item_NameFlair_Vasli_Fragment_Stone=Puglisi Collection: Vasli Fragment
- item_NameFlair_Vending_Big_Benny=Big Benny's Vending Machine
- item_NameFlair_viVid_Display=viVid Display
- item_NameFlair_Weapon_Knife_CitizenCon2018=CitizenCon 2018 Knife Display
- item_NameFlair_Workbench=Workbench
- item_NameFlair_Xian_Plant=Plant: Centennial Bloom
- item_NameFootlocker=Footlocker
- item_NameFPS_3DRadar=FPS 3D Radar
- item_NameFPS_3DRadarDisplay=FPS 3D Radar Display
- item_NameFPS_Scanner=FPS Scanner
- item_NameFreelancer_Stock_Missile_Rack=Freelancer Stock Missile Rack
- item_NameFSKI_S1_RPOD_3x_S3=Yebira I
- item_NameFSKI_S2_RPOD_6x_S3=Yebira II
- item_NameFSKI_S3_RPOD_9x_S3=Yebira III
- item_NameGATS_BallisticCannon_S1=Tarantula GT-870 Mark 1
- item_NameGATS_BallisticCannon_S2=Tarantula GT-870 Mark 2
- item_NameGATS_BallisticCannon_S3=Tarantula GT-870 Mark 3
- item_NameGATS_BallisticGatling_S1=YellowJacket GT-210
- item_NameGATS_BallisticGatling_S2=Scorpion GT-215
- item_NameGATS_BallisticGatling_S3=Mantis GT-220
- item_Namegmni_lmg_ballistic_01=F55 Ballistic LMG
- item_Namegmni_lmg_ballistic_01_mag=F55 Magazine (150 cap)
- item_Namegmni_optics_tsco_x4_s2=OT4-RF (4x Telescopic)
- item_Namegmni_pistol_ballistic_01=LH86 Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_black02=L86 “Nightstalker” Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_cen01=L86 “Voyager” Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_gold01=L86 "Executive Edition" Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_green01=L86 “Warhawk” Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_imp01=L86 “Pathfinder” Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_mag=LH86 Magazine (13 cap)
- item_Namegmni_pistol_ballistic_01_tan01=L86 “Desert Shadow” Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_white01=L86 “Stormfall” Ballistic Pistol
- item_Namegmni_pistol_ballistic_01_white02=L86 “Boneyard” Ballistic Pistol
- item_Namegmni_pistol_ballistic_02=LH86 Silenced Ballistic Pistol
- item_NameGMNI_rifle_ballistic_01=S71 Assault Rifle
- item_Namegmni_rifle_ballistic_01_mag=S71 Rifle Magazine (30 cap)
- item_Namegmni_shotgun_ballistic_01=R97 Ballistic Shotgun
- item_Namegmni_shotgun_ballistic_01_mag=R97 Magazine (10 Cap)
- item_NameGMNT_MISC_S03_PL01=Reliant Gilroy Gimbal
- item_NameGoldFish= Midas Fish
- item_NameGravityGeneratorControl=@mp_eGravityGeneratorControl
- item_NameGreenLaserBolt=<-=MISSING=->
- item_NameGreycat_Industrial_Sure_Grip_Tractor=Sure Grip Tractor
- item_NameGRIN_Cydnus_Engine=GRIN Cydnus Engine
- item_NameGRIN_Cydnus_Joint=GRIN Cydnus Joint Thruster
- item_NameGRIN_Cydnus_Leg=GRIN Cydnus Leg Thruster
- item_NameGRIN_Cydnus_Retro=GRIN Cydnus Retro Thruster
- item_NameGRIN_Cydnus_Seat_Pilot=GRIN Cydnus Pilot Seat
- item_NameGRIN_Cydnus_Support=GRIN Cydnus Support Seat
- item_NameGRIN_Greycat_Seat_Driver=GRIN Greycat Driver's Seat
- item_NameGRIN_Greycat_Seat_Passenger=GRIN Greycat Passenger's Seat
- item_Namegrin_multitool_01=Pyro RYT Multi-Tool
- item_Namegrin_multitool_01_cutter=OxyTorch Cutter Attachment
- item_Namegrin_multitool_01_mag=[PH] Potential magazine item for Pyro Multi-Tool.
- item_Namegrin_multitool_01_mining=OreBit Mining Attachment
- item_Namegrin_paw=Pyro RYT Multi-Tool (Old Identifier!!!)
- item_Namegrin_paw_laser=Pyro RYT Laser Sight
- item_Namegrin_paw_mag=Pyro RYT Battery
- item_NameGRNP_SR_S3_Q2=GNRP Radar
- item_NameGRNP_SR_S3_Q2_CITCON16=GNRP Radar
- item_NameHammer_Propulsion_HMX_4_3=HAPR HMX 4.3 Thruster
- item_NameHammer_Propulsion_Twin_HM_4_3=Hammer Propulsion Twin HM 4.3
- item_NameHammerhead_Paint_Showdown=Hammerhead Showdown
- item_NameHangarGravPallet=
- item_NameHAPR_Gladiator_HE52_S2_Q2=HAPR Gladiator HE52 Thruster
- item_NameHAPR_HL24_S4_Q2=Hammer Propulsion HL 2.4 (TR4)
- item_NameHAPR_P_ESI_S2_Q2=HAPR P ESI Thruster
- item_NameHAPR_P_ESI_S5_Q2=HAPR P ESI Thruster
- item_NameHAPR_P_ESI_S5_Q2_Retro=HAPR P ESI Retro Thruster
- item_NameHAPR_VP_ESI_S1_Q2=Hammer Propulsion HM 4.1
- item_NameHAPR_VP_ESI_S2_Q2=Hammer Propulsion HM 4.2
- item_NameHAPR_VP_ESI_S3_Q2=Hammer Propulsion HM 4.3
- item_NameHAPR_VP_ESI_S4_Q2=Hammer Propulsion HM 4.4
- item_NameHAPR_VP_RMI_S5_Q2=Hammer Propulsion HE 5.5
- item_Namehdgw_pistol_ballistic_01=Salvo Frag Pistol
- item_Namehdgw_pistol_ballistic_01_mag=Salvo Frag Pistol Magazine (8 cap)
- item_NameHRST_LaserRepeater_S1=Attrition-1
- item_NameHRST_LaserRepeater_S2=Attrition-2
- item_NameHRST_LaserRepeater_S3=Attrition-3
- item_NameHRST_LaserRepeater_S4=Attrition-4
- item_NameHRST_LaserRepeater_S5=Attrition-5
- item_NameHRST_LaserRepeater_S6=Attrition-6
- item_NameHRST_LaserScattergun_S1=Dominance-1
- item_NameHRST_LaserScattergun_S2=Dominance-2
- item_NameHRST_LaserScattergun_S3=Dominance-3
- item_NameHRST_S1_RPOD_6x_S1=Jericho
- item_NameHRST_S2_RPOD_12x_S1=Jericho X
- item_NameHRST_S3_RPOD_18x_S1=Jericho XL
- item_NameHYPR_FM_ESI_S3_Q1=Origin Scalpel Precision Thruster
- item_NameHYPR_FXP_ESI_S1_Q1=Hydra Propulsion M1-16
- item_NameHYPR_JM_ESI_S3_Q1=Origin Omni Precision Ball Thruster
- item_NameHYPR_M116_S1_Q1=8x Hydra Propulsion M1-16 (TR1)
- item_NameHYPR_M116A_S1_Q1=HYPR M1-16A
- item_NameHYPR_M116B_S1_Q1=HYPR M1-16B
- item_NameIdris_Cooler=AEGS Idris Cooler
- item_NameIdris_FuelIntake=AEGS Idris Fuel Intake
- item_NameIdris_FuelTank=AEGS Idris Fuel Tank
- item_NameIdris_MainEngine=AEGS Idris Main Engine
- item_NameIdris_PowerPlant=Main Powerplant
- item_NameIdris_Retro_Thruster=AEGS Idris Retro Thruster
- item_NameIdris_Thruster=AEGS Idris Thruster
- item_NameIdris_Turret=AEGS Idris Turret
- item_NameJellyfish=Oshi
- item_Namejokr_decoy_grenade_01=Insta-Friends Radar Scatter Grenade
- item_Namejokr_decoy_grenade_01_ammo=Joker Insta-Friends Decoy Grenade
- item_NameJOKR_Defcon_CML_Chaff=JOKR Defcon - Chaff Launcher
- item_NameJOKR_Defcon_CML_Flare=JOKR Defcon - Flare Launcher
- item_NameJOKR_DistortionCannon_S1=Suckerpunch
- item_NameJOKR_DistortionCannon_S2=Suckerpunch-L
- item_NameJOKR_DistortionCannon_S3=Suckerpunch-XL
- item_Namejokr_hologram_01=JOKR Doubletime Hologram
- item_NameKBAR_BallisticCannon_S1=9-Series Longsword Ballistic Autocannon
- item_NameKBAR_BallisticCannon_S2=10-Series Greatsword Ballistic Autocannon
- item_NameKBAR_BallisticCannon_S3=11-Series Broadsword Ballistic Autocannon
- item_NameKGGR_DomeBeacon=KGGR Dome
- item_NameKGGR_GeneralNavLight_1=@KGGR General Navigation Light
- item_NameKGGR_GeneralNavLight_2=@KGGR General Navigation Light
- item_NameKGGR_LandingLight=KGGR Landing
- item_NameKGGR_NavigationLight=KGGR Navigation
- item_NameKGGR_Strobelight=KGGR Strobe
- item_Nameklwe_grapplebeam_01=Kagi RTD
- item_NameKLWE_LaserRepeater_S1=CF-117 Bulldog Laser Repeater
- item_NameKLWE_LaserRepeater_S2=CF-227 Badger Laser Repeater
- item_NameKLWE_LaserRepeater_S3=CF-337 Panther Laser Repeater
- item_NameKLWE_LaserRepeater_S4=CF-447 Rhino Laser Repeater
- item_NameKLWE_LaserRepeater_S5=CF-557 Galdereen Laser Repeater
- item_NameKLWE_LaserRepeater_S6=CF-667 Mammoth Laser Repeater
- item_Nameklwe_lmg_energy_01=Demeco Energy LMG
- item_Nameklwe_lmg_energy_01_mag=Demeco Battery (100 cap)
- item_NameKLWE_MassDriver_S10=Destroyer Mass Driver
- item_NameKLWE_MassDriver_S2=Sledge II
- item_NameKLWE_MassDriverCannon_S2=Sledge II Mass Driver Cannon
- item_Nameklwe_optics_disp_x8_s3=Touchstone (8x Monitor)
- item_Nameklwe_pistol_energy_01=Arclight Energy Pistol
- item_Nameklwe_pistol_energy_01_black01=Arclight "Midnight" Energy Pistol
- item_Nameklwe_pistol_energy_01_black02=Arclight “Nightstalker” Energy Pistol
- item_Nameklwe_pistol_energy_01_gold01= Arclight "Executive Edition" Energy Pistol
- item_Nameklwe_pistol_energy_01_green01=Arclight “Warhawk” Energy Pistol
- item_Nameklwe_pistol_energy_01_mag=Arclight Energy Pistol Battery (60 cap)
- item_Nameklwe_pistol_energy_01_tan01=Arclight “Desert Shadow” Energy Pistol
- item_Nameklwe_pistol_energy_01_white01=Arclight “Stormfall” Energy Pistol
- item_Nameklwe_pistol_energy_01_white02=Arclight “Boneyard” Energy Pistol
- item_Nameklwe_pistol_energy_02=Arclight Energy Pistol
- item_Nameklwe_rifle_energy_01=Gallant Energy Rifle
- item_Nameklwe_rifle_energy_01_black01=Gallant “Midnight” Energy Rifle
- item_Nameklwe_rifle_energy_01_black02=Gallant “Nightstalker” Energy Rifle
- item_Nameklwe_rifle_energy_01_gold01=Gallant "Executive Edition" Energy Rifle
- item_Nameklwe_rifle_energy_01_green01=Gallant “Warhawk” Energy Rifle
- item_Nameklwe_rifle_energy_01_mag=Gallant Energy Rifle Battery (120 cap)
- item_Nameklwe_rifle_energy_01_reddot=Gallant Energy Rifle Red Dot Sight
- item_Nameklwe_rifle_energy_01_tan01=Gallant “Desert Shadow” Energy Rifle
- item_Nameklwe_rifle_energy_01_white01=Gallant “Stormfall” Energy Rifle
- item_Nameklwe_rifle_energy_01_white02=Gallant “Boneyard” Energy Rifle
- item_Nameklwe_smg_energy_01=Lumin V SMG
- item_Nameklwe_smg_energy_01_mag=Lumin V SMG Magazine (45 cap)
- item_Nameklwe_sniper_energy_01=Arrowhead Energy Sniper Rifle
- item_Nameklwe_sniper_energy_01_5x=Arrowhead Energy Rifle 5x Scope
- item_Nameklwe_sniper_energy_01_black01=Arrowhead "Midnight" Sniper Rifle
- item_Nameklwe_sniper_energy_01_black02=Arrowhead “Nightstalker” Sniper Rifle
- item_Nameklwe_sniper_energy_01_cen01=Arrowhead "Voyager" Sniper Rifle
- item_Nameklwe_sniper_energy_01_gold01=Arrowhead "Executive" Sniper Rifle
- item_Nameklwe_sniper_energy_01_green01=Arrowhead “Warhawk” Sniper Rifle
- item_Nameklwe_sniper_energy_01_imp01=Arrowhead "Pathfinder" Sniper Rifle
- item_Nameklwe_sniper_energy_01_mag=Arrowhead Sniper Rifle Battery (10 cap)
- item_Nameklwe_sniper_energy_01_tan01=Arrowhead “Desert” Sniper Rifle
- item_Nameklwe_sniper_energy_01_white01=Arrowhead “Stormfall” Sniper Rifle
- item_Nameklwe_sniper_energy_01_white02=Arrowhead “Boneyard” Sniper Rifle
- item_NameKODK_TM4_Roller_S1_Q1=KDK TM-4 Roller Thruster
- item_NameKODK_TM4_Slider_S1_Q1=KDK TM-4 Slider Thruster
- item_NameKODK_TM8_RollFlex_S3_Q1=KDK TM-4 Slider Thruster
- item_NameKRIG_BallisticGatling_S2=Tigerstrike T-19P
- item_NameKRIG_BallisticGatling_S3=Tigerstrike T-21
- item_NameKRIG_Cockpit_Audio=KRIG Cockpit Audio
- item_NameKRIG_LaserCannon_S3=Quarreler Laser Autocannon
- item_NameKRIG_Merlin_LandingSystem=KRIG Merlin Landing System
- item_NameKRIG_Merlin_Seat_Pilot=KRIG Merlin Pilot Seat
- item_NameKRIG_P52_Merlin_MultiLight=KRIG Merlin External Lights
- item_NameKRNG_LaserCannon_S4=FL-33 Laser Autocannon
- item_NameKRON_LaserCannon_S1=FL-11
- item_NameKRON_LaserCannon_S2=FL-22
- item_NameKRON_LaserCannon_S3=FL-33
- item_Nameksar_optics_tsco_x8_s3=Black Prism (8x Telescopic)
- item_NameKSAR_pistol_ballistic_01=Coda Ballistic Pistol
- item_Nameksar_pistol_ballistic_01_mag=Coda Pistol Magazine (6 cap)
- item_Nameksar_rifle_energy_01=Karna Plasma Rifle
- item_Nameksar_rifle_energy_01_mag=Karna Plasma Cell (30 cap)
- item_Nameksar_shotgun_ballistic_01=Ravager-212 Twin Shotgun
- item_Nameksar_shotgun_ballistic_01_mag=Ravager-212 Magazine (16 cap)
- item_Nameksar_shotgun_energy_01=Devastator Energy Shotgun
- item_Nameksar_shotgun_energy_01_black01=Devastator "Midnight" Energy Shotgun
- item_Nameksar_shotgun_energy_01_black02=Devastator “Nightstalker” Energy Shotgun
- item_Nameksar_shotgun_energy_01_cen01=Devastator “Voyager” Energy Shotgun
- item_Nameksar_shotgun_energy_01_gold01=Devastator "Executive Edition" Energy Shotgun
- item_Nameksar_shotgun_energy_01_green01=Devastator “Warhawk” Energy Shotgun
- item_Nameksar_shotgun_energy_01_imp01=Devastator “Pathfinder” Energy Shotgun
- item_Nameksar_shotgun_energy_01_mag=Devastator Energy Shotgun Battery (20 cap)
- item_Nameksar_shotgun_energy_01_tan01=Devastator “Desert Shadow” Energy Shotgun
- item_Nameksar_shotgun_energy_01_white02=Devastator “Boneyard” Energy Shotgun
- item_Nameksar_smg_energy_01=Custodian SMG
- item_Nameksar_smg_energy_01_black01=Custodian "Midnight" SMG
- item_Nameksar_smg_energy_01_black02=Custodian "Nightstalker" SMG
- item_Nameksar_smg_energy_01_cc17=Custodian "CitizenCon 2947" SMG
- item_Nameksar_smg_energy_01_cc17a=Custodian "Foundry's Fire" SMG
- item_Nameksar_smg_energy_01_cc17b=Custodian "Citizen's Pride" SMG
- item_Nameksar_smg_energy_01_gold01=Custodian "Executive Edition" SMG
- item_Nameksar_smg_energy_01_green01=Custodian "Warhawk" SMG
- item_Nameksar_smg_energy_01_mag=Custodian SMG Magazine (60 cap)
- item_Nameksar_smg_energy_01_tan01=Custodian "Desert Shadow" SMG
- item_Nameksar_smg_energy_01_white02=Custodian "Boneyard" SMG
- item_Nameksar_sniper_ballistic_01=Scalpel Ballistic Sniper Rifle
- item_Nameksar_sniper_ballistic_01_mag=Scalpel Magazine (8 cap)
- item_Nameksar_special_energy_01=Firestorm Energy Weapon
- item_NameLPLT_SQV_S1=Lightning Power LTD Powerbolt
- item_NameM_80ssweptback_hair_01=Swept Back
- item_NameM_balding_hair_01=Burr Cut
- item_NameM_balding_hair_01_black=Burr Cut
- item_NameM_balding_hair_01_brown=Burr Cut
- item_NameM_balding_hair_01_grey=Burr Cut
- item_NameM_balding_hair_01_orange=Burr Cut
- item_NameM_behr_shr_hair_01=Fringe Up
- item_NameM_bun_hair_01=Bun
- item_NameM_bun_hair_01_black=Bun
- item_NameM_bun_hair_01_brown=Bun
- item_NameM_bun_hair_01_grey=Bun
- item_NameM_bun_hair_01_orange=Bun
- item_NameM_caeser_hair_01=The Caesar
- item_NameM_caeser_hair_01_black=The Caesar
- item_NameM_caeser_hair_01_brown=The Caesar
- item_NameM_caeser_hair_01_grey=The Caesar
- item_NameM_caeser_hair_01_orange=The Caesar
- item_Namem_cds_undersuit_armor_02_star_marine_heavy=ADP-mk4 Heavy Armor
- item_NameM_cleanedupcut_hair_01=Classic Comb Over
- item_NameM_combedback_hair_01=Combed Back
- item_NameM_cornrows_hair_01=Fade with Braids
- item_NameM_correl_shr_hair_01=High Taper Fade
- item_NameM_curlyricky_hair_01=The Ricky
- item_NameM_curlyricky_hair_01_black=The Ricky
- item_NameM_curlyricky_hair_01_brown=The Ricky
- item_NameM_curlyricky_hair_01_grey=The Ricky
- item_NameM_curlyricky_hair_01_orange=The Ricky
- item_NameM_dreadlocks_hair_01=Messy Twists
- item_NameM_fade_hair_01=Brush Up Fade
- item_NameM_flipwithpart_hair_01=Brushed Up
- item_NameM_fullmohawk_hair_01=Full Mohawk
- item_NameM_highfade_hair_01=Long Undercut
- item_NameM_highfade_hair_02=Crew Cut
- item_NameM_jax_shr_hair_01=Brushed Forward
- item_NameM_knot_hair_01=Topknot
- item_NameM_messy_hair_01=Bedhead
- item_NameM_mohawk_hair_01=Short Mohawk
- item_NameM_mohawk_hair_01_black=Short Mohawk
- item_NameM_mohawk_hair_01_brown=Short Mohawk
- item_NameM_mohawk_hair_01_grey=Short Mohawk
- item_NameM_mohawk_hair_01_orange=Short Mohawk
- item_NameM_morrow_shr_hair_01=Classic Taper
- item_NameM_parting_hair_01=Side Part
- item_NameM_parting_hair_01_brown=Side Part
- item_NameM_parting_hair_01_gray=Side Part
- item_NameM_playboy_hair_01=Slicked Side Part
- item_NameM_punk_hair_01=Punk Cut
- item_NameM_rsi_pilot_flightsuit_jetpack=Intrepid-OS
- item_NameM_shortcrop_hair_01=Disconnected Fade
- item_NameM_sidespiked_hair_01=Spiked Side Part
- item_NameM_skinhead_hair_01=Shaved
- item_NameM_slaver_light_jetpack=F1S-Fireshot
- item_NameM_slaver_medium_jetpack=F1M-Fireshot
- item_Namem_slaver_undersuit_armor_02_star_marine_heavy=Defiance Heavy Armor
- item_NameM_slickedback_hair_01=Slick Back Fade
- item_NameM_slickedpart_hair_01=Parted Undercut
- item_NameM_spike_hair_01=Spiked
- item_NameM_steiger_shr_hair_01=Polished Buzz
- item_NameM_straightcaesar_hair_01=Straight Caesar
- item_NameM_tagaca_shr_hair_01=Short Mohawk
- item_NameM_tall_hair_01=Pompadour
- item_NameM_weezy_shr_hair_01=Layer Cut
- item_NameM_yury_shr_hair_01=Wavy Side Part
- item_NameMarine_Heavy_Armor=Achilles Heavy Armor
- item_NameMarine_Heavy_Armor_PU=Achilles Heavy Armor
- item_NameMarine_Heavy_Helmet=Marine Heavy Helmet
- item_NameMarine_Heavy_Jetpack=RSI Default JetPack
- item_NameMarine_Light_Armor=PAB-4 Light Armor
- item_NameMarine_Light_Armor_PU=PAB-4 Light Armor
- item_NameMarine_Light_Armor_Sniper=Marine Light Sniper Armour
- item_NameMarine_Light_Armor_With_Cap=[PH] Marine Light Armour with Cap
- item_NameMarine_Light_Helmet=Marine Light Helmet
- item_NameMarine_Light_Helmet_Blackedout= Marine Light Helmet (Blacked Out)
- item_NameMarine_Light_Instructor_Armor=Marine Light Instructor Armour
- item_NameMarine_Light_Jetpack=RSI Default JetPack
- item_NameMarine_Medium_Armor=MCA-mk2 Medium Armor
- item_NameMarine_Medium_Armor_PU=MCA-mk2 Medium Armor
- item_NameMarine_Medium_Helmet=Marine Medium Helmet
- item_NameMarine_Medium_Jetpack=RSI Default JetPack
- item_nameMerlin_Paint_P52=P52 Merlin
- item_NameMISC_Cockpit_Audio=MISC Cockpit Audio
- item_NameMISC_Freelancer_CoPilot_Seat=MISC Freelancer Co-Pilot Seat
- item_NameMISC_Freelancer_DUR_shop=MISC Freelancer DUR
- item_NameMISC_Freelancer_LandingSystem=MISC Freelancer Landing System
- item_NameMisc_Freelancer_Main=Main Thruster
- item_NameMisc_Freelancer_Mav_Joint=Omni Mav Thruster
- item_NameMISC_Freelancer_MAX_shop=MISC Freelancer MAX
- item_NameMISC_Freelancer_Rear_Left_Seat=MISC Freelancer Rear Left Seat
- item_NameMISC_Freelancer_Rear_Right_Seat=MISC Freelancer Rear Right Seat
- item_NameMisc_Freelancer_Retro=Retro Thruster
- item_NameMISC_Freelancer_Retro_Thruster=MISC Freelancer Retro Thruster
- item_NameMISC_Freelancer_Seat=MISC Freelancer Seat
- item_NameMISC_Freelancer_shop=MISC Freelancer
- item_NameMISC_Freelancer_Turret=MISC Freelancer Turret
- item_NameMISC_Freelancer_Turret_Base=MISC Freelancer Turret
- item_NameMISC_Freelancer_Turret_Seat=MISC Freelancer Turret Seat
- item_NameMISC_FuelPod=MISC Fuel Pod
- item_NameMISC_FuelRefinery=MISC Fuel Refinery Pod
- item_NameMISC_Gemini_Front_Turret=MISC Starfarer Gemini Main Turret
- item_NameMISC_Gemini_Front_Turret_Base=MISC Starfarer Gemini Main Turret
- item_NameMISC_Gemini_Rear_Turret=MISC Starfarer Gemini Rear Turret
- item_NameMISC_Gemini_Rear_Turret_Base=MISC Starfarer Gemini Rear Turret
- item_NameMISC_Prospector_CML_Chaff=MISC Prospector - Chaff Launcher
- item_NameMISC_Prospector_CML_Flare=MISC Prospector - Flare Launcher
- item_NameMISC_Reliant_CML_Chaff=MISC Reliant - Chaff Launcher
- item_NameMISC_Reliant_CML_Flare=MISC Reliant - Flare Launcher
- item_NameMISC_Reliant_CoPilot_Seat=MISC Reliant Co-Pilot Seat
- item_NameMISC_Reliant_LandingSystem=MISC Reliant Landing System
- item_NameMISC_Reliant_Main_Thrust=MISC Reliant Main Thruster
- item_NameMISC_Reliant_Mako_Wing_Mount=Reliant Cernan Camera Package
- item_NameMISC_Reliant_Missile_Cap=Reliant Missile Launcher Cap
- item_NameMISC_Reliant_MultiLight=MISC Reliant External Lights
- item_NameMISC_Reliant_Seat=MISC Reliant Seat
- item_NameMISC_Reliant_Sec_Thrust=MISC Reliant Secondary Thruster
- item_NameMISC_Reliant_Sen_Wing_Mount=Reliant Samos Sensor Suite
- item_NameMISC_Reliant_Wing_Dual_Turret=Reliant Toshima Turret
- item_NameMISC_SelfDestruct_Large=MISC Self Destruct
- item_NameMISC_Starfarer_Bridge_Rear_Left_Seat=MISC Starfarer Support Seat
- item_NameMISC_Starfarer_Bridge_Rear_Right_Seat=MISC Starfarer Support Seat
- item_NameMISC_Starfarer_Captains_Seat=MISC Starfarer Captain's Seat
- item_NameMISC_Starfarer_CoPilot_Seat=MISC Starfarer Co-Pilot Seat
- item_NameMISC_Starfarer_Front_Turret=MISC Starfarer Main Turret
- item_NameMISC_Starfarer_Front_Turret_Base=MISC Starfarer Main Turret
- item_NameMISC_Starfarer_Front_Turret_Seat=MISC Starfarer Main Turret Seat
- item_NameMISC_Starfarer_FuelIntake=MISC Starfarer Fuel Intake
- item_NameMISC_Starfarer_LandingSystem=MISC Starfarer Landing System
- item_NameMISC_Starfarer_MultiLight=MISC Starfarer External Lights
- item_NameMISC_Starfarer_Pilot_Seat=MISC Starfarer Pilot Seat
- item_NameMISC_Starfarer_Rear_Turret=MISC Starfarer Rear Turret
- item_NameMISC_Starfarer_Rear_Turret_Base=MISC Starfarer Rear Turret
- item_NameMISC_Starfarer_Rear_Turret_Seat=MISC Starfarer Rear Turret Seat
- item_NameMISC_Starfarer_Seat=MISC Starfarer Seat
- item_NameMISC_XiTech_Pro_Fixed_S3_Q3=MISC XiTech Pro Fixed Thruster
- item_NameMISC_XiTech_Pro_Joint_S3_Q3=MISC XiTech Pro Joint Thruster
- item_NameMISC_XiTech_Pro_Retro_S3_Q3=MISC XiTech Pro Retro Thruster
- item_NameMISC_XiTech_Thruster_S2=MISC XiTech Thruster
- item_NameMISL_S01_CS_FSKI_Spark=Spark I
- item_NameMISL_S01_EM_BEHR_Pioneer=Pioneer I
- item_NameMISL_S01_EM_THCN_TaskForce=TaskForce I
- item_NameMISL_S01_IR_BEHR_Marksman=Marksman I
- item_NameMISL_S01_IR_VNCL_Arrow='Arrow' I
- item_NameMISL_S02_CS_FSKI_Tempest=Tempest II
- item_NameMISL_S02_CS_THCN_StrikeForce=StrikeForce II
- item_NameMISL_S02_EM_TALN_Dominator=Dominator II
- item_NameMISL_S02_IR_FSKI_Ignite=Ignite II
- item_NameMISL_S02_IR_NOVP_Rattler=Rattler II
- item_NameMISL_S02_IR_VNCL_Bullet='Bullet' II
- item_NameMISL_S03_CS_FSKI_Arrester=Arrester III
- item_NameMISL_S03_EM_FSKI_Thunderbolt=Thunderbolt III
- item_NameMISL_S03_IR_NOVP_Viper=Viper III
- item_NameMISL_S03_IR_VNCL_Chaos='Chaos' III
- item_NameMISL_S04_CS_TALN_Assailant=Assailant IV
- item_NameMISL_S04_EM_TALN_Raptor=Raptor IV
- item_NameMISL_S04_IR_BEHR_Pathfinder=Pathfinder IV
- item_NameMISL_S04_IR_VNCL_Dragon='Dragon' IV
- item_NameMISL_S05_CS_TALN_Stalker=Stalker V
- item_NameMISL_S05_EM_TALN_Reaper=Reaper V
- item_NameMISL_S05_EM_TALN_Scimitar=Scimitar V
- item_NameMISL_S05_IR_TALN_Valkyrie=Valkyrie V
- item_NameMISL_S07_IR_TALN_Hellion=Hellion VII
- item_NameMISL_S09_CS_TALN_Argos=Argos IX
- item_NameMISL_S09_EM_TALN_Seeker=Seeker IX
- item_NameMISL_S09_IR_TALN_Typhoon=Typhoon IX Torpedo
- item_NameMount_Gimbal_S1=VariPuck S1 Gimbal Mount
- item_NameMount_Gimbal_S2=VariPuck S2 Gimbal Mount
- item_NameMount_Gimbal_S3=VariPuck S3 Gimbal Mount
- item_NameMount_Gimbal_S4=VariPuck S4 Gimbal Mount
- item_NameMount_Gimbal_S5=VariPuck S5 Gimbal Mount
- item_NameMount_Gimbal_S6=VariPuck S6 Gimbal Mount
- item_NameMPUV_Cargo_Pod=ARGO MPUV Cargo Pod
- item_NameMRCK_S01_BEHR_Single_S01=MSD-111 Missile Rack
- item_NameMRCK_S02_BEHR_Dual_S01=MSD-221 Missile Rack
- item_NameMRCK_S02_BEHR_Single_S02=MSD-212 Missile Rack
- item_NameMRCK_S03_BEHR_Dual_S02=MSD-322 Missile Rack
- item_NameMRCK_S03_BEHR_Quad_S01=MSD-341 Missile Rack
- item_NameMRCK_S03_BEHR_Single_S03=MSD-313 Missile Rack
- item_NameMRCK_S03_VNCL_Quad_S01=VNCL S3 Quad Missile Rack
- item_NameMRCK_S04_BEHR_Dual_S03=MSD-423 Missile Rack
- item_NameMRCK_S04_BEHR_Octo_S01=MSD-481 Missile Rack
- item_NameMRCK_S04_BEHR_Quad_S02=MSD-442 Missile Rack
- item_NameMRCK_S04_BEHR_Single_S04=MSD-414 Missile Rack
- item_NameMRCK_S04_ORIG_Octo_S01=SNT-481 Missile Rack
- item_NameMRCK_S04_RSI_Constellation=RSI Constellation Side Missile Rack
- item_NameMRCK_S04_VNCL_Quad_S02=Vanduul S4 Quad Missile Rack
- item_NameMRCK_S05_ANVL_Ballista=Anvil Ballista S05 Missile Rack
- item_NameMRCK_S05_BEHR_Dual_S04=MSD-524 Missile Rack
- item_NameMRCK_S05_BEHR_Octo_S02=MSD-582 Missile Rack
- item_NameMRCK_S05_BEHR_Quad_S03=MSD-543 Missile Rack
- item_NameMRCK_S05_BEHR_Single_S05=MSD-515 Missile Rack
- item_NameMRCK_S05_MISC_Freelancer_MIS=MISC Freelancer MIS Missile Launcher
- item_NameMRCK_S05_MISC_Reliant=Reliant Tana Missile Launcher
- item_NameMRCK_S05_ORIG_890J_Quad_S03=SNT-543 Missile Rack
- item_NameMRCK_S05_RSI_Constellation=RSI Constellation Top Missile Rack
- item_NameMRCK_S06_ANVL_Gladiator=ANVL Gladiator Torpedo Rack
- item_NameMRCK_S06_BEHR_Dual_S05=MSD-625 Missile Rack
- item_NameMRCK_S06_BEHR_Octo_S03=MSD-683 Missile Rack
- item_NameMRCK_S06_BEHR_Quad_S04=MSD-644 Missile Rack
- item_NameMRCK_S06_BEHR_Single_S06=MSD-616 Missile Rack
- item_NameMRCK_S06_MISC_Gemini=AEGS Gemini Missile Launcher
- item_NameMRCK_S07_ANVL_Ballista=Anvil Ballista S07 Missile Rack
- item_NameMRCK_S09_AEGS_Eclipse=Aegis Eclipse Torpedo Rack
- item_NameMRCK_S09_AEGS_Retaliator=Aegis Retaliator Torpedo Rack
- item_NameMT_PersonalMobiGlas=Personal MobiGlas
- item_NameMurray_Cup_Display=Murray Cup Display Case
- item_NameMustang_Nose_Scoop=Mustang Nose Scoop
- item_NameMustang_Paint_Beta=Beta
- item_NameMustang_Paint_CitizenCon2018=Vindicator
- item_NameMustang_Paint_Delta=Delta
- item_NameMustang_Paint_Gamma=Gamma
- item_NameMustang_Paint_Omega=Omega
- item_NameMXOX_EMP_Device=TroMag Burst Generator
- item_NameMXOX_NeutronCannon_S1=NN-13 Neutron Autocannon
- item_NameMXOX_NeutronCannon_S2=NN-14 Neutron Autocannon
- item_NameMXOX_NeutronRepeater_S1=NDB-26 Neutron Repeater
- item_NameMXOX_NeutronRepeater_S2=NDB-28 Neutron Repeater
- item_NameMXOX_NeutronRepeater_S3=NDB-30 Neutron Repeater
- item_NameNOVP_Rocket_Venom_S1_Strike_TL_IR=NOVP Venom Rocket
- item_NameNoWeapon=<-=MISSING=->
- item_Namenvtc_optics_holo_x1_s1=Gamma (1x Holographic)
- item_Namenvtc_optics_holo_x2_s1=Gamma Duo (2x Holographic)
- item_Namenvtc_optics_holo_x3_s1=Gamma Plus (3x Holographic)
- item_Namenvtc_optics_rdot_x1_s1=Delta (1x Reflex)
- item_Namenvtc_optics_tsco_x4_s2=Tau Plus (4x Telescopic)
- item_Namenvtc_optics_tsco_x8_s3=Theta Pro (8x Telescopic)
- item_Namenvtc_ubarrel_flsh_s1=FieldLite
- item_Namenvtc_ubarrel_lasr_s1=250-E Laser Pointer
- item_NameNVY_bdu_trousers_01=Combat Readiness Uniform
- item_NameOKBV_FP_ESCI_S2_Q1=OKB Voskhod Energia IV
- item_NameOKBV_SilentIV_S3_Q1=OKB Voskhod Silent IV Advanced (TR4)
- item_NameORIG_300i_CargoBay_Front=ORIG 300i Front Cargo Bay
- item_NameORIG_300i_Ejection_Seat=ORIG 300i Ejection Seat
- item_NameORIG_300i_LandingSystem=ORIG 300i Landing System
- item_NameORIG_300i_lights=@ORIG 300i Light Set
- item_NameORIG_300i_MultiLight=ORIG 300i External Lights
- item_NameORIG_300i_Pilot_Seat=ORIG 300i Pilot Seat
- item_NameORIG_300i_shop=Origin Jumpworks 300i
- item_NameORIG_315p_shop=Origin Jumpworks 315p
- item_NameORIG_325a_shop=Origin Jumpworks 325a
- item_NameORIG_350r_shop=Origin Jumpworks 350r
- item_NameORIG_3DRadarDisplay=ORIG 3D Radar Display
- item_NameORIG_85X_Turret=ORIG 85X Remote Turret
- item_NameORIG_CML_Chaff=ORIG Chaff Launcher
- item_NameORIG_CML_Flare=ORIG Flare Launcher
- item_NameORIG_Cockpit_Audio=ORIG Cockpit Audio
- item_NameORIG_FXM_ESI_S1_Q2=ORIG Scalpel Precision Thruster
- item_NameORIG_FXM_ESI_S1_Q3=ORIG Scalpel Precision Thruster
- item_NameORIG_FXM_ESI_S2_Q2=ORIG Scalpel Precision Thruster
- item_NameORIG_FXM_ESI_S2_Q2A=ORIG Scalpel Precision Thruster
- item_NameORIG_FXM_ESI_S2_Q3=ORIG Omni Precision Ball Thruster
- item_NameORIG_M50_CML_Chaff=ORIG M50 - Chaff Launcher
- item_NameORIG_M50_CML_Flare=ORIG M50 - Flare Launcher
- item_NameORIG_M50_Ejection_Seat=ORIG M50 Ejection Seat
- item_NameORIG_M50_LandingSystem=ORIG M50 Landing System
- item_NameORIG_M50_lights=ORIG M50 External Lights
- item_NameORIG_m50_shop=Origin Jumpworks M50 Interceptor
- item_NameOutlaw_Heavy_Armor=Slugger Heavy Armor
- item_NameOutlaw_Heavy_Armor_PU=Slugger Heavy Armor
- item_NameOutlaw_Heavy_Jetpack=RSI Default JetPack
- item_NameOutlaw_Light_Armor=Sparrer Light Armor
- item_NameOutlaw_Light_Armor_PU=Sparrer Light Armor
- item_NameOutlaw_Light_Jetpack=RSI Default JetPack
- item_NameOutlaw_Medium_Armor=Brawler Medium Armor
- item_NameOutlaw_Medium_Armor_PU=Brawler Medium Armor
- item_NameOutlaw_Medium_Armor_PU_lite=Brawler Medium Armor
- item_NameOutlaw_Medium_Jetpack=RSI Default JetPack
- item_NamePaint_300_Series_Metallic_Blue=Ultramarine
- item_NamePaint_300_Series_Metallic_Grey=Obsidian
- item_NamePaint_300_Series_Metallic_Silver=Sterling
- item_NamePaint_300_Series_Metallic_White=Moonlight
- item_NamePaint_300_Series_Solid_Blue=Electric Blue
- item_NamePaint_300_Series_Solid_Orange=Monarch
- item_NamePaint_300_Series_Solid_Red=Scarlet
- item_NamePaint_300_Series_Solid_Yellow=Citron
- item_NamePaint_300i_Base=Granite
- item_NamePaint_300i_Red_White=Imperial Red
- item_NamePaint_300i_White_Red_Stripe=First Response
- item_NamePaint_300i_Yellow_White=Golden Dawn
- item_NamePaint_315p_Base=Thunderstorm
- item_NamePaint_315p_Black_Blue=Nightshade
- item_NamePaint_315p_Black_Red=Black Rose
- item_NamePaint_315p_White_Blue=White Lightning
- item_NamePaint_325a_Base=Scarlet Steel
- item_NamePaint_325a_Black_Grey=Evening Onyx
- item_NamePaint_325a_Green_Grey=Sagebrush
- item_NamePaint_325a_White_Grey=Twotone
- item_NamePaint_350r_Base=Gilded Night
- item_NamePaint_350r_Racing_Black_Blue=Black & Royal
- item_NamePaint_350r_Racing_Red=Solar Flare
- item_NamePaint_350r_Racing_Yellow=Amber Wave
- item_NamePaint_Aurora_CL=CL
- item_NamePaint_Aurora_ES=ES
- item_NamePaint_Aurora_LN=LN
- item_NamePaint_Aurora_LX=LX
- item_NamePaint_Aurora_MR=MR
- item_NamePaint_Aurora_Pirate=Pirate
- item_NamePickAndThrowWeapon=<-=MISSING=->
- item_NamePilot_Light_Armor=Pilot Light Armor
- item_NamePirate_light_m_outfit=Pirate Light Armor
- item_NamePistol=@mp_ePistol
- item_NamePistolBullet=@mp_ePistolBullet
- item_NamePlayer=None
- item_Nameplushy_carrack_1_a_uncarryable=Carrack Plushie
- item_Nameplushy_penguin_1=Pico the Penguin
- item_NamePOIR_FuelTank_1000=POIR 1000 Fuel Tank
- item_NamePOIR_FuelTank_3000=POIR 3000 Fuel Tank
- item_NamePOWR_ACOM_S01_StarHeart=StarHeart
- item_NamePOWR_ACOM_S01_StarHeart_SCItem=StarHeart
- item_NamePOWR_ACOM_S01_Sunflare=Sunflare
- item_NamePOWR_ACOM_S01_SunFlare_SCItem=SunFlare
- item_NamePOWR_ACOM_S02_LuxCore_SCItem=LuxCore
- item_NamePOWR_ACOM_S02_StarBurn_SCItem=StarBurn
- item_NamePOWR_AEGS_S01_Charger=Charger
- item_NamePOWR_AEGS_S01_Charger_SCItem=Charger
- item_NamePOWR_AEGS_S01_FierellCascade_SCItem=Fierell Cascade
- item_NamePOWR_AEGS_S01_Regulus=Regulus
- item_NamePOWR_AEGS_S01_Regulus_SCItem=Regulus
- item_NamePOWR_AEGS_S02_Maelstrom_SCItem=Maelstrom
- item_NamePOWR_AEGS_S02_QuadracellMT_SCItem=Quadracell MT
- item_NamePOWR_AEGS_S02_Vortex=Vortex
- item_NamePOWR_AEGS_S03_Drassik_SCItem=Drassik
- item_NamePOWR_AEGS_S03_QuadracellMX_SCItem=Quadracell MX
- item_NamePOWR_AMRS_S01_HyperGen=HyperGen
- item_NamePOWR_AMRS_S01_HyperGen_SCItem=HyperGen
- item_NamePOWR_AMRS_S01_JS300_SCItem=JS-300
- item_NamePOWR_AMRS_S01_OverDrive=OverDrive
- item_NamePOWR_AMRS_S01_OverDrive_SCItem=OverDrive
- item_NamePOWR_AMRS_S02_ExoGen=ExoGen
- item_NamePOWR_AMRS_S02_JS400_SCItem=JS-400
- item_NamePOWR_AMRS_S02_UltraFlux_SCItem=Ultra Flux
- item_NamePOWR_AMRS_S03_JS500_SCItem=JS-500
- item_NamePOWR_AMRS_S03_SuperDrive_SCItem=SuperDrive
- item_NamePOWR_JUST_S00_Jennet_SCItem=Jennet
- item_NamePOWR_JUST_S00_SteadFast=Steadfast
- item_NamePOWR_JUST_S00_SteadFast_SCItem=SteadFast
- item_NamePOWR_JUST_S01_Endurance=Endurance
- item_NamePOWR_JUST_S01_Endurance_SCItem=Endurance
- item_NamePOWR_JUST_S01_Fortitude_SCItem=Fortitude
- item_NamePOWR_JUST_S01_Roughneck_SCItem=Roughneck
- item_NamePOWR_JUST_S02_Genoa_SCItem=Genoa
- item_NamePOWR_JUST_S02_Trommel_SCItem=Trommel
- item_NamePOWR_JUST_S03_Endurance=Endurance
- item_NamePOWR_JUST_S03_Ginzel_SCItem=Ginzel
- item_NamePOWR_LPLT_S00_DuraJet_SCItem=Dura Jet
- item_NamePOWR_LPLT_S00_Radix=Radix
- item_NamePOWR_LPLT_S00_Radix_SCItem=Radix
- item_NamePOWR_LPLT_S01_IonBurst=IonBurst
- item_NamePOWR_LPLT_S01_PowerBolt_SCItem=PowerBolt
- item_NamePOWR_LPLT_S01_ZapJet_SCItem=ZapJet
- item_NamePOWR_LPLT_S02_FullForce_SCItem=Full Force
- item_NamePOWR_LPLT_S02_IonSurge_SCItem=IonSurge
- item_NamePOWR_LPLT_S03_FullForcePro_SCItem=FullForce Pro
- item_NamePOWR_LPLT_S03_SparkJetPro_SCItem=Spark Jet Pro
- item_NamePOWR_ORIG_S04_890J_SCItem=Stellate
- item_NamePOWR_SASU_S01_LightBlossom=LightBlossom
- item_NamePOWR_SASU_S01_LightBlossom_SCItem=LightBlossom
- item_NamePOWR_SASU_S01_WhiteRose_SCItem=White Rose
- item_NamePOWR_SASU_S02_DayBreak_SCItem=DayBreak
- item_NamePOWR_SASU_S02_Lotus_SCItem=Lotus
- item_NamePOWR_SASU_S03_TigerLilly_SCItem=TigerLilly
- item_NamePOWR_TYDT_S01_DeltaMax_SCItem=DeltaMax
- item_NamePOWR_TYDT_S01_SonicLite=SonicLite
- item_NamePOWR_TYDT_S01_SonicLite_SCItem=SonicLite
- item_NamePOWR_TYDT_S02_Eclipse_SCItem=Eclipse
- item_NamePOWR_TYDT_S02_GammaMax_SCItem=Gamma Max
- item_NamePOWR_V01_LPLT_IonWave=[PH] LPLT-Made XIAN Nox Powerplant Name[PH]
- item_NamePOWR_VNCL_S01_Blade=VNCL Blade Powerplant
- item_NamePOWR_VNCL_S01_Cleaver=VNCL Cleaver Powerplant
- item_NamePOWR_VNCL_S01_Pulse=VNCL Pulse Powerplant
- item_NamePOWR_VNCL_S01_Scythe=VNCL Scythe Powerplant
- item_NamePOWR_VNCL_S01_Stinger=VNCL Stinger Powerplant
- item_NamePOWR_VNCL_S01_Void=VNCL Void Powerplant
- item_NamePRAR_DistortionScatterGun_S3=Reformation Distortion Scattergun
- item_NamePRAR_DistortionScatterGun_S4=Salvation Distortion Scattergun
- item_NamePRAR_DistortionScatterGun_S5=Absolution Distortion Scattergun
- item_NamePRAR_DistortionScatterGun_S6=Condemnation Distortion Scattergun
- item_nameptv_paint_camo=All Terrain Camouflage: Forest (ATC-F) Paint
- item_nameptv_paint_cherry=Cherry Paint
- item_nameptv_paint_double=Agate Gray Paint
- item_nameptv_paint_metal=Gunmetal Paint
- item_nameptv_paint_stealth=Tactical Stealth Paint
- item_nameptv_paint_willys=Rifle Green Paint
- item_NamePU_Hangar2PlanetsideSwitch=<-=MISSING=->
- item_NamePurpleLaserBolt=<-=MISSING=->
- item_NameQDRV_ACAS_S02_SparkFire_SCItem=Spark Fire
- item_NameQDRV_ACAS_S02_SunFire_SCItem=Sun Fire
- item_NameQDRV_ARCC_S01_Flood_SCItem=Flood
- item_NameQDRV_ARCC_S01_Rush=Rush
- item_NameQDRV_ARCC_S02_Cascade_SCItem=Cascade
- item_NameQDRV_ARCC_S03_Echo=Echo
- item_NameQDRV_ARCC_S03_Echo_SCItem=Echo
- item_NameQDRV_ARCC_S03_Fissure=Fissure
- item_NameQDRV_ARCC_S03_Fissure_SCItem=Fissure
- item_NameQDRV_ARCC_S03_Impulse=Impulse
- item_NameQDRV_ARCC_S03_Impulse_SCItem=Impulse
- item_NameQDRV_JUST_S01_Goliath=Goliath
- item_NameQDRV_JUST_S01_Vulcan_SCItem=Vulcan
- item_NameQDRV_JUST_S02_Bolon=Bolon
- item_NameQDRV_JUST_S02_Huracan_SCItem=Huracan
- item_NameQDRV_JUST_S03_Agni=Agni
- item_NameQDRV_JUST_S03_Agni_SCItem=Agni
- item_NameQDRV_JUST_S03_Kama=Kama
- item_NameQDRV_JUST_S03_Vesta=Vesta
- item_NameQDRV_JUST_S03_Vesta_SCItem=Vesta
- item_NameQDRV_ORIG_S04_890J_SCItem=Allegro
- item_NameQDRV_RACO_S01_Drift=Drift
- item_NameQDRV_RACO_S01_Spectre_SCItem=Spectre
- item_NameQDRV_RACO_S02_Bolt_SCItem=Bolt
- item_NameQDRV_RACO_S02_Nova_SCItem=Nova
- item_NameQDRV_RACO_S02_Spicule_SCItem=Spicule
- item_NameQDRV_RSI_S01_Eos=Eos
- item_NameQDRV_RSI_S01_Hyperion_SCItem=Hyperion
- item_NameQDRV_RSI_S02_Aither_SCItem=Aither
- item_nameQDRV_RSI_S02_Hemera_SCItem=Hemera
- item_nameQDRV_RSI_S02_Khaos_SCItem=Khaos
- item_NameQDRV_RSI_S03_Erebos=Erebos
- item_nameQDRV_RSI_S03_Erebos_SCItem=Erebos
- item_NameQDRV_RSI_S03_Metis=Metis
- item_nameQDRV_RSI_S03_Metis_SCItem=Metis
- item_NameQDRV_RSI_S03_Tyche=Tyche
- item_nameQDRV_RSI_S03_Tyche_SCItem=Tyche
- item_NameQDRV_TARS_S01_Expedition=Expedition
- item_nameQDRV_TARS_S01_Wayfare_SCItem=Wayfare
- item_NameQDRV_TARS_S02_Odyssey=Odyssey
- item_nameQDRV_TARS_S02_Quest_SCItem=Quest
- item_NameQDRV_TARS_S03_Drifter=Drifter
- item_nameQDRV_TARS_S03_Drifter_SCItem=Drifter
- item_NameQDRV_TARS_S03_Ranger=Ranger
- item_nameQDRV_TARS_S03_Ranger_SCItem=Ranger
- item_NameQDRV_TARS_S03_Wanderer=Wanderer
- item_nameQDRV_TARS_S03_Wanderer_SCItem=Wanderer
- item_NameQDRV_WETK_S01_Beacon=Beacon
- item_NameQDRV_WETK_S01_Siren=Siren
- item_NameQDRV_WETK_S02_Crossfield=Crossfield
- item_nameQDRV_WETK_S02_XL1_SCItem=XL1
- item_NameQDRV_WETK_S03_Balandin=Balandin
- item_nameQDRV_WETK_S03_Balandin_SCItem=Balandin
- item_NameQDRV_WETK_S03_Pontes=Pontes
- item_NameQDRV_WETK_S03_TS2=TS-2
- item_nameQDRV_WETK_S03_TS2_SCItem=TS2
- item_NameQDRV_XIAN_S01=XIAN Quantum Drive
- item_NameQED_WETK_S03_Reynie=Reynie QED
- item_NameQFT_AEGS_Medi_PL01=AEGS Medium Quantum Fuel Tank
- item_NameQFT_AEGS_Medi_PL02=AEGS Medium Quantum Fuel Tank
- item_NameQFT_AEGS_SMAL_PL01=AEGS Small Quantum Fuel Tank
- item_NameQFT_AEGS_SMAL_PL02=AEGS Small Quantum Fuel Tank
- item_NameQFT_ANVL_SMAL_F7A=ANVL F7A Quantum Fuel Tank
- item_NameQFT_ANVL_SMAL_PL01=ANVL Small Quantum Fuel Tank
- item_NameQFT_ANVL_SMAL_PL02=ANVL Small Quantum Fuel Tank
- item_NameQFT_CNOU_SMAL_PL01=CNOU Small Quantum Fuel Tank
- item_NameQFT_CNOU_SMAL_PL02=CNOU Small Quantum Fuel Tank
- item_NameQFT_CNOU_SMAL_PL03=CNOU Small Quantum Fuel Tank
- item_NameQFT_DRAK_MEDI_PL01=DRAK Medium Quantum Fuel Tank
- item_NameQFT_ORIG_SMAL_PL01=ORIG Small Quantum Fuel Tank
- item_NameQFT_ORIG_SMAL_PL02=ORIG Small Quantum Fuel Tank
- item_NameQFT_ORIG_SMAL_PL03=ORIG Small Quantum Fuel Tank
- item_NameQFT_ORIG_SMAL_PL04=ORIG Small Quantum Fuel Tank
- item_NameQFT_RSI_MEDI_PL01=RSI Medium Quantum Fuel Tank
- item_NameQFT_RSI_SMAL_PL01=RSI Small Quantum Fuel Tank
- item_NameQFT_RSI_SMAL_PL02=RSI Small Quantum Fuel Tank
- item_NameQFT_VNCL_SMAL_PL01=VNCL Small Quantum Fuel Tank
- item_NameQTNK_VNCL_Glaive=Quantum Fuel Tank
- item_NameQTNK_VNCL_Scythe=Quantum Fuel Tank
- item_NameReclaimer_Paint_Showdown=Reclaimer Showdown
- item_NameRedLaserBolt=<-=MISSING=->
- item_nameReliant_Paint_Mako=Mako
- item_nameReliant_Paint_Sen=Sen
- item_nameReliant_Paint_Tana=Tana
- item_NameRifle=@mp_eRifle
- item_NameRifleBullet=@mp_eRifleBullet
- item_NameRSI_3DRadarDisplay=RSI 3D Radar Display
- item_NameRSI_Aurora_CL_shop=RSI Aurora CL
- item_NameRSI_Aurora_ES_shop=RSI Aurora ES
- item_NameRSI_Aurora_LandingSystem=RSI Aurora Landing System
- item_NameRSI_Aurora_lights=@RSI Aurora Light Set
- item_NameRSI_Aurora_LN_Pilot_Seat=RSI Aurora LN Pilot Seat
- item_NameRSI_Aurora_LN_shop=RSI Aurora LN
- item_NameRSI_Aurora_MR_shop=RSI Aurora MR
- item_NameRSI_Aurora_MultiLight=RSI Aurora External Lights
- item_NameRSI_Aurora_Pilot_Seat=RSI Aurora Pilot Seat
- item_NameRSI_Aurora_Pilot_Seat_Blue=RSI Aurora Pilot Seat Blue
- item_NameRSI_Aurora_Pilot_Seat_Red=RSI Aurora Pilot Seat Red
- item_NameRSI_BallisticRepeater_S9=RSI Ballistic Repeater S9
- item_NameRSI_Bengal_Seat_Pilot=RSI Bengal Pilot Seat
- item_NameRSI_Bengal_Turret_AA_Cockpit=RSI Bengal AA Turret Cockpit
- item_NameRSI_Bengal_Turret_STS=RSI Bengal STS Turret
- item_NameRSI_CML_Chaff=RSI Chaff Launcher
- item_NameRSI_CML_Flare=RSI Flare Launcher
- item_NameRSI_Cockpit_Audio=RSI Cockpit Audio
- item_NameRSI_Constellation_Andromeda_shop=RSI Constellation Andromeda
- item_NameRSI_Constellation_Aquila_shop=RSI Constellation Aquila
- item_NameRSI_Constellation_Base_Seat_Copilot_Left=RSI Constellation Co-Pilot Left Seat
- item_NameRSI_Constellation_Base_Seat_Copilot_Right=RSI Constellation Co-Pilot Right Seat
- item_NameRSI_Constellation_Base_Seat_Pilot=RSI Constellation Pilot Seat
- item_NameRSI_Constellation_LandingSystem=RSI Constellation Landing System
- item_NameRSI_Constellation_lights=RSI Constellation External Lights
- item_NameRSI_Constellation_MissilePod=RSI Constellation Missile Pod
- item_NameRSI_Constellation_MissilePod_S1_x7=RSI Constellation Side Missile Pod
- item_NameRSI_Constellation_MissilePod_S2_x3=RSI Constellation Top Missile Pod
- item_NameRSI_Constellation_MultiLight=RSI Constellation External Lights
- item_NameRSI_Constellation_Seat_Pilot=RSI Constellation Pilot Seat
- item_NameRSI_Constellation_Seat_Turret=RSI Constellation Turret Seat
- item_NameRSI_Constellation_Seat_Turret_Bottom=RSI Constellation Lower Turret Seat
- item_NameRSI_Constellation_Taurus_shop=RSI Constellation Taurus
- item_NameRSI_Constellation_turret=RSI Constellation Turret
- item_NameRSI_Constellation_Turret_Base_Lower=RSI Constellation Turret
- item_NameRSI_Constellation_Turret_Base_Upper=RSI Constellation Turret
- item_NameRSI_DefaultADS=RSI ADS
- item_NameRSI_DefaultBattery=RSI Battery
- item_NameRSI_DefaultCPU=RSI CPU
- item_NameRSI_DefaultFlashlight=MicroTorch Flashlight
- item_NameRSI_DefaultJetPack=RSI Default JetPack
- item_NameRSI_DefaultMotherboard=RSI Motherboard
- item_NameRSI_DefaultRadar_LongRange=RSI Long Range Radar
- item_NameRSI_DefaultRadar_MidRange=RSI Medium Range Radar
- item_NameRSI_DefaultRadar_ShortRange=RSI Short Range Radar
- item_NameRSI_DefaultSignatureReductor=RSI Signature Reduction Device
- item_NameRSI_DefaultTargetSelector=RSI Target Selection Device
- item_NameRSI_DefaultTurretAIModule=Turret Module
- item_NameRSI_DefaultWeaponBattery=RSI Weapon Battery
- item_NameRSI_DefaultWeaponControl=RSI Weapon Control
- item_NameRSI_FXM_ESI_LowerRetro_S1=RSI FXM ESA Retro Thruster
- item_NameRSI_FXM_ESI_S1=RSI FXM ESA Thruster
- item_NameRSI_FXM_ESI_UpperRetro_S1=RSI FXM ESA Thruster
- item_NameRSI_FXM_ESI_Wing_S1=RSI FXM ESA Thruster
- item_NameRSI_Intakes_Aurora=RSI Aurora Intakes
- item_NameRSI_Light_Armor=RSI Light Armor
- item_NameRSI_Light_Helmet=RSI Light Helmet
- item_NameRSI_Light_Helmet_01=RSI Default Helmet
- item_NameRSI_Light_Helmet_02=RSI Default Helmet 2
- item_NameRSI_Light_Helmet_03=RSI Default Helmet 3
- item_NameRSI_Light_Helmet_04=RSI Default Helmet 4
- item_NameRSI_Light_Helmet_05=RSI Default Helmet 5
- item_NameRSI_Light_Helmet_06=RSI Default Helmet 6
- item_NameRSI_Light_Helmet_07=RSI Default Helmet 7
- item_NameRSI_Light_Helmet_08=RSI Default Helmet 8
- item_NameRSI_Light_Helmet_09=RSI Default Helmet 9
- item_NameRSI_Light_Helmet_Purple=RSI Light Helmet - Purple
- item_NameRSI_Light_Helmet_Yellow=RSI Light Helmet - Yellow
- item_NameRSI_MissileBay=RSI Missile Bay
- item_NameRSI_Purple_Armor=RSI Armor - Purple
- item_NameRSI_SelfDestruct=RSI Self Destruct
- item_NameRSI_SelfDestruct_Long=RSI Self Destruct Long
- item_NameRSI_VP_ESI_S1=RSI-KRIG Main Thruster
- item_NameRSI_Yellow_Armor=RSI Armor - Yellow
- item_NameSCAR=@mp_eScar
- item_NameSCARAudio=<-=MISSING=->
- item_NameSECO_Dual_Ink_Mark_204_Small=INK-Dual 204-S
- item_NameSECO_S1_F1_Q1=SECO INK-1
- item_NameSECO_S1_F1_Q1_Merlin=SECO INK-1 Merlin
- item_NameSECO_S1_F1_Q1_Mustang=SECO INK-1 Mustang
- item_NameSECO_S1_F1_Q1_Survival=SECO INK-1
- item_NameSECO_S1_F4_DD=INK-Mark 104-ID
- item_NameSECO_S1_F4_SD=INK-Splash 104-IS
- item_NameSECO_S2_F4_DD=INK-Mark 204-ID
- item_NameSECO_S2_F4_SD=INK-Splash 204-IS
- item_NameSECO_S3_F4_DD=INK-Mark 304-ID
- item_NameSECO_S3_F4_SD=INK-Splash 304-IS
- item_NameSECO_S4_F4_DD=INK-Mark 404-ID
- item_NameSECO_S4_F4_SD=INK-Splash 404-IS
- item_NameShieldPane=Shield
- item_NameSHLD_AEGS_S04_Idris=AEGS Idris Shield
- item_NameSHLD_ASAS_S01_Cloak=Cloak
- item_NameSHLD_ASAS_S01_Mirage=Mirage
- item_NameSHLD_ASAS_S01_Obscura=Ascension Astro Obscura
- item_NameSHLD_ASAS_S01_Shimmer=Shimmer
- item_NameSHLD_ASAS_S01_Veil=Veil
- item_NameSHLD_ASAS_S02_Shroud=Shroud
- item_NameSHLD_BANU_S02_Sukoran=Sukoran
- item_NameSHLD_BASL_S00_Castra=Castra
- item_NameSHLD_BASL_S01_Bulwark=Bulwark
- item_NameSHLD_BASL_S01_Guardian=Guardian
- item_NameSHLD_BASL_S01_Palisade=Palisade
- item_NameSHLD_BASL_S01_Steward=Steward
- item_NameSHLD_BASL_S02_Aspis=Aspis
- item_NameSHLD_BASL_S03_Stronghold=Stronghold
- item_NameSHLD_BEHR_S01_5SA=5SA 'Rhada'
- item_NameSHLD_BEHR_S01_6SA=6SA
- item_NameSHLD_BEHR_S01_7sa=7SA
- item_NameSHLD_BEHR_S02_5MA=5MA 'Chimalli'
- item_NameSHLD_BEHR_S03_5CA=5CA 'Akura'
- item_NameSHLD_BEHR_SMAL_PL01=BEHR Shield Small
- item_NameSHLD_GODI_S01_AllStop=AllStop
- item_NameSHLD_GODI_S01_AllStop_SCItem=AllStop
- item_NameSHLD_GODI_S01_ForceWall=ForceWall
- item_NameSHLD_GODI_S01_FR66=FR-66
- item_NameSHLD_GODI_S01_SecureHyde=SecureHyde
- item_NameSHLD_GODI_S02_FullStop=FullStop
- item_NameSHLD_ORIG_S04_890J_SCItem=Glacis
- item_NameSHLD_S01_CIV_SECO_Ink=INK
- item_NameSHLD_S01_CMP_YORM_Targa=Targa
- item_NameSHLD_SECO_MEDI_PL01=SECO Shield Medium
- item_NameSHLD_SECO_S00_PIN=PIN
- item_NameSHLD_SECO_S01_HEX=HEX
- item_NameSHLD_SECO_S01_INK=INK
- item_NameSHLD_SECO_S01_WEB=WEB
- item_NameSHLD_SECO_S02_STOP=STOP
- item_NameSHLD_SECO_SMAL_PL01=SECO Shield Small
- item_NameSHLD_SECO_SMAL_PL01_Pirate=SECO Shield Small (Pirate)
- item_NameSHLD_YORM_S01_Falco=Falco
- item_NameSHLD_YORM_S01_Targa=Targa
- item_NameShop_AstroArmada=Astro Armada
- item_NameShop_CasabaOutlet=Casaba Outlet
- item_NameShop_CubbyBlast=Cubby Blast
- item_NameShop_DumpersDepot=Dumper's Depot
- item_nameShop_GarrityDefense=Garrity Defense
- item_nameShop_LiveFireWeapons=Live Fire Weapons
- item_NameShop_MedicalUnit=Medical Unit
- item_NameShubin_Ballistic_Unmanned_Turret=Shubin Unmanned Turret
- item_NameShubin_TurretMissileRack=Behring Marksman HS Quad Platform
- item_NameShubinTurretItem=Class 2b Mount
- item_NameSilencer=@mp_eSilencer
- item_NameSmallFish=Ribbon Fish
- item_NameStimpack=OneClick
- item_NameSTKA_AGH36_S3=Sterne Katzen AG Hornisse-36
- item_NameStorAll_Big_Box_Model_A=Stor*All Big Box Model A
- item_NameStorAll_Big_Box_Model_H=Stor*All Big Box Model H
- item_NameStorAll_Mini=Stor*All Mini
- item_NameStripedFish=Banded Fessle
- item_NameTable_Conference=Conference Table
- item_NameTALN_Retaliator_S5_Strike_TL_CS=Stalker V Torpedo
- item_NameTalon_Dominator_Platform_x4=TALN Quad Rack
- item_NameTalon_Executioner_IR_Twin=Talon Executioner IR Twin
- item_NameTalon_Stalker_Platform_x4=Talon Stalker Quad Rack
- item_NameTalon_Stalker_Quad=TALN Quad Rack
- item_NameTalon_Stalker_Twin=TALN Twin Rack
- item_Nametank125=<-=MISSING=->
- item_NameTankCannon=<-=MISSING=->
- item_Nametemp_optics_x1_s1=Temp Optic S1 X1
- item_Nametemp_optics_x2_s1=Temp Optic S1 X2
- item_Nametemp_optics_x3_s1=Temp Optic S1 X3
- item_Nametemp_optics_x4_s2=Temp Optic S2 X4
- item_Nametemp_optics_x8_s3=Temp Optic S3 X8
- item_NameTHCN_S1_RPOD_4x_S2=Liberator
- item_NameTHCN_S2_RPOD_8x_S2=Liberator Prime
- item_NameTHCN_S3_RPOD_12x_S2=Liberator Ultra
- item_NameTHRE_ANVL_F7A_Main=THRE F7A Main Thruster
- item_NameTHRM_ANVL_Flex_F7A=THRM F7A Flex Thruster
- item_NameTMBL_EMP_Device=[PH] TMBL Cyclone EMP Device
- item_NameTOAG_launcher_ballistic_01=Kahix Missile Launcher
- item_NameTorshuCrab=Thorshu Grey
- item_NameTRAS_LaserBeam_S4=Arame Laser Beam
- item_NameTRAS_LaserBeam_S5=Kombu Laser Beam
- item_NameTRAS_LaserBeam_S6=Wakame Laser Beam
- item_NameTrophyCase_12Ports=Trophy Case
- item_NameUEE_medium_m_outfit=Medium Marine Armor
- item_NameUMNT_ANVL_S5_Cap=Anvil Hornet Ghost Center Cap
- item_NameUMNT_ANVL_S5_Rotodome=WillsOp Long Look Radar
- item_NameUMNT_MISC_S03_PL01=Reliant Utility Mount Cap
- item_Nameun_portable_light_1_a_cyan=Cyan QuikFlare
- item_Nameun_portable_light_1_a_green=Green QuikFlare
- item_Nameun_portable_light_1_a_orange=Orange QuikFlare
- item_Nameun_portable_light_1_a_pink=Pink QuikFlare
- item_Nameun_portable_light_1_a_red=Red QuikFlare
- item_Nameun_portable_light_1_a_yellow=Yellow QuikFlare
- item_nameUrsa_Paint_Emerald=Fortuna
- item_NameUrsa_Paint_Red=[WIP] Ursa Rover Red
- item_Nameutfl_melee_01=FSK-8 Combat Knife
- item_Nameutfl_melee_01_browngold01=FSK-8 "Mirage" Combat Knife
- item_Nameutfl_melee_01_greywhite01=FSK-8 "Ghost" Combat Knife
- item_Nameutfl_melee_01_redwhite01=FSK-8 "Bloodline" Combat Knife
- item_NameVehicle_Debris=Debris
- item_NameVNCL_Blade_CML_Chaff=VNCL Blade - Chaff Launcher
- item_NameVNCL_Blade_CML_Flare=VNCL Blade - Flare Launcher
- item_NameVNCL_Blade_Fuel_Tank_S1=VNCL Blade Fuel Tank
- item_NameVNCL_Blade_LaserRepeater_S3=VNCL Laser Repeater S3
- item_NameVNCL_Blade_PlasmaCannon_S2=VNCL Plasma Repeater S2
- item_NameVNCL_Blade_Platform_x2=VNCL Dual Missile Platform
- item_NameVNCL_Blade_Radar=VNCL Blade Radar
- item_NameVNCL_Blade_S1_Strike_FAF_IR=VNCL Blade Strike Missile S1
- item_NameVNCL_Blade_S1_TR4=VNCL Blade Thruster
- item_NameVNCL_Blade_S2_TR4=VNCL Blade Thruster
- item_NameVNCL_Blade_Seat_Pilot=VNCL Blade Pilot Seat
- item_NameVNCL_Blade_Shield=VNCL Blade Shield Generator
- item_NameVNCL_Blade_TR1_Joint=VNCL Blade Joint Thruster
- item_NameVNCL_Blade_TR2_Retro=VNCL Blade Retro Thruster
- item_NameVNCL_Cleaver_Engine=VNCL Cleaver Engine
- item_NameVNCL_Cleaver_Omni=VNCL Cleaver Omni Thruster
- item_NameVNCL_Cleaver_Retro=VNCL Cleaver Retro Thruster
- item_NameVNCL_CML_Chaff=VNCL Chaff Launcher
- item_NameVNCL_CML_Flare=VNCL Flare Launcher
- item_NameVNCL_Cockpit_Audio=VNCL Cockpit Audio
- item_NameVNCL_DF_MOUSE=[PH] Vanduul DF
- item_NameVNCL_Fuel_Tank_S1=VNCL Fuel Tank
- item_NameVNCL_Fuel_Tank_Stinger_S1=VNCL Stinger Fuel Tank
- item_NameVNCL_Fuel_Tank_Void=VNCL Void Fuel Tank
- item_NameVNCL_Glaive_Aux_Fixed=Fixed Mav Thruster
- item_NameVNCL_Glaive_Aux_Joint=Joint Mav Thruster
- item_NameVNCL_Glaive_LandingSystem=VNCL Glaive Landing System
- item_Namevncl_glaive_lights_body=@VNCL General Body Light
- item_Namevncl_glaive_lights_cockpit_int=@VNCL General Cockpit Lights
- item_Namevncl_glaive_lights_engine=@VNCL General Engine Light
- item_Namevncl_glaive_lights_port_wing=@VNCL Port Wing Light
- item_Namevncl_glaive_lights_starboard_wing=@VNCL Starboard Wing Light
- item_NameVNCL_Glaive_Main_Fixed=Main Thruster
- item_NameVNCL_Glaive_MultiLight=VNCL Glaive External Lights
- item_NameVNCL_Glaive_Retro_Fixed_Left=Retro Thruster
- item_NameVNCL_Glaive_Retro_Fixed_Right=Retro Thruster
- item_NameVNCL_Glaive_Shield=VNCL Glaive Shield
- item_NameVNCL_HS_MARK=Vanduul IR Missile
- item_NameVNCL_LaserCannon_S1='WEAK' Laser Autocannon
- item_NameVNCL_LaserCannon_S2=Vanduul S2 Laser Autocannon
- item_Namevncl_lights_body=@VNCL General Body Light
- item_Namevncl_lights_cockpit_int=@VNCL General Cockpit Lights
- item_Namevncl_lights_engine=VNCL General Engine Light
- item_Namevncl_lights_port_wing=@VNCL Port Wing Light
- item_Namevncl_lights_starboard_wing=@VNCL Starboard Wing Light
- item_NameVNCL_Mark_Platform_x3=VNCL Scythe Missile Platform x3
- item_NameVNCL_Mark_Platform_x4=VNCL Scythe Missile Platform x4
- item_NameVNCL_MissileRack_Blade=Ramming Blade
- item_NameVNCL_NC_S5_Q1='WAR' Neutron Cannon
- item_NameVNCL_NeutronCannon_S5='WAR' Neutron Autocannon
- item_NameVNCL_PC_Scythe_Right='WAR' Plasma Cannon
- item_NameVNCL_PlasmaCannon='WAR' Plasma Autocannon
- item_NameVNCL_PlasmaCannon_S2=Vanduul S2 Plasma Autocannon
- item_NameVNCL_PlasmaCannon_S3=Vanduul S3 Plasma Autocannon
- item_NameVNCL_PlasmaCannon_S5='WRATH' Plasma Autocannon
- item_NameVNCL_PlasmaCannon_Stinger_S5=<div style="text-align: justify;">VNCL S5 Plasma Autocannon</div>
- item_NameVNCL_Scythe_ADS='AIR' ADS
- item_NameVNCL_SCYTHE_CML_Chaff=VNCL Scythe - Chaff Launcher
- item_NameVNCL_SCYTHE_CML_Flare=VNCL Scythe - Flare Launcher
- item_NameVNCL_Scythe_CPU='CORE' CPU
- item_NameVNCL_Scythe_Fuel_Tanks=Fuel Tank
- item_NameVNCL_Scythe_LandingSystem=VNCL Scythe Landing System
- item_NameVNCL_Scythe_MB='CLOUD' Avionics System
- item_NameVNCL_Scythe_MissilePlatform_x3_Left=Scythe Missile Platform Left
- item_NameVNCL_Scythe_MissilePlatform_x4=Scythe Missile Platform Left
- item_NameVNCL_Scythe_MultiLight=VNCL Scythe External Lights
- item_NameVNCL_Scythe_Radar=Short Range Radar
- item_NameVNCL_Scythe_Seat_Pilot=VNCL Scythe Pilot Seat
- item_NameVNCL_Scythe_Shield='SPARK' Shield
- item_NameVNCL_Scythe_TC='CROSS' Targeting Computer
- item_NameVNCL_Scythe_WCS='CAST' Weapons Control
- item_NameVNCL_Spark_Shield_S3=VNCL Spark Shield
- item_NameVNCL_Spark_Shield_S3_Survival=VNCL Spark Shield
- item_NameVNCL_Stinger_CML_Chaff=VNCL Stinger - Chaff Launcher
- item_NameVNCL_Stinger_CML_Flare=VNCL Stinger - Flare Launcher
- item_NameVNCL_Stinger_NC_S5=VNCL Stinger Neutron Cannon S5
- item_NameVNCL_Stinger_Platform_x12=VNCL Stinger Missile Rack x12
- item_NameVNCL_Stinger_S1_HS=VNCL Stinger S1 Missile
- item_NameVNCL_Stinger_Seat_Pilot=VNCL Stinger Pilot Seat
- item_NameVNCL_Stinger_Shield_S3=VNCL Stinger Shield Generator
- item_NameVNCL_Stinger_TR1_Joint=VNCL Stinger Joint Thruster
- item_NameVNCL_Stinger_TR2_Retro=VNCL Stinger Retro Thruster
- item_NameVNCL_TachyonCannon_Kingship=Kingship Tachyon
- item_NameVNCL_Throw_S3_TR4=VNCL Throw Thruster
- item_NameVNCL_Trap_TR1_Fixed=VNCL Trap Fixed Thruster
- item_NameVNCL_Trunk_TR2_Retro=VNCL Trunk Retro Thruster
- item_NameVNCL_Twist_TR1_Joint=VNCL Twist Joint Thruster
- item_NameVNCL_Void_Engine=VNCL Void Engine
- item_NameVNCL_Void_Joint=VNCL Void Joint Thruster
- item_NameVNCL_Void_Retro=VNCL Void Retro Thruster
- item_NameVNCL_Void_Seat_Pilot=VNCL Void Pilot Seat
- item_NameVNCL_Void_Shield=VNCL Void Shield
- item_NameVNCL_VS_Spark_Shield_S3=VNCL Spark Shield Generator
- item_NameWeapon_Mount_Class1_Placeholder_a=Class 1a Mount
- item_NameWillsOp_TC=WillsOp Targeting Computer
- item_NameXFRG_E_655_Engine_S6_Q1=XFRG E 655 Main Thruster
- item_NameXFRG_E_655_Engine_S7_Q1=XFRG E 655 Main Thruster
- item_NameXFRG_FP_RMI_S2_Q1=XForge P/S2-80 Main Engine
- item_NameXFRG_Intakes_Aurora=XFRG Aurora Fuel Intakes
- item_NameXFRG_Vanguard_D_S4_320_Aux=XFRG Vanguard D 320 Auxiliary Thruster
- item_NameXFRG_Vanguard_D_S4_320_Main=XFRG Vanguard D 320 Main Thruster
- item_NameXIAN_Cockpit_Audio=XIAN Cockpit Audio
- item_NameXIAN_LaserCannon_S3=XIAN Laser Autocannon S3
- item_NameXIAN_Scout_CML_Chaff=XIAN Scout - Chaff Launcher
- item_NameXIAN_Scout_CML_Flare=XIAN Scout - Flare Launcher
- item_NameXIAN_Scout_LandingSystem=XIAN Scout Landing System
- item_NameXIAN_Scout_Maneuvering=XIAN Scout Thruster
- item_NameXIAN_Scout_MultiLight=XIAN Scout External Lights
- item_NameXIAN_Scout_Retro=XIAN Scout Retro Thruster
- item_NameXIAN_Scout_Seat_Pilot=XIAN Scout Pilot Seat
- item_Namexian_special_launcher_01=I'rhal Missile Launcher
- item_NameYORM_S2_F4_RC=YORM Dual Protector
- item_NameYORM_S3_F4_RC=YORM Dual Protector
- item_NameZoom=Mantis GT-220
- Item_ObjectiveMarker=~mission(Item)
- item_qt_cooldown=Cooldown %0.1f
- item_qt_no_drive_available=NO DRIVE
- item_qt_status_insufficient_fuel=INSUFFICIENT FUEL
- item_qt_status_no_fuel=NO FUEL
- item_qt_status_no_power=NO POWER
- item_ship_items_176=
- item_ShipClass_Bomber=Bomber
- item_ShipClass_Capital=Capital
- item_ShipClass_Cargo=Cargo
- item_ShipClass_Fighter=Fighter
- item_ShipClass_PersonalTransport=Personal Transport
- item_ShipClass_Versatile=Versatile
- item_ShipFocus_Bomber=Bomber
- item_ShipFocus_CapitalShip=Capital Ship
- item_ShipFocus_Cargo=Cargo
- item_ShipFocus_CarrierBasedBomber=Carrier-based Bomber
- item_ShipFocus_CivilianCloseSupport=Civilian Close Support
- item_ShipFocus_Corvette=Corvette
- item_ShipFocus_Defense=Defense
- item_ShipFocus_EMPWarefare=EMP Warefare
- item_ShipFocus_Exploration=Exploration
- item_ShipFocus_Fighter=Fighter
- item_ShipFocus_Frigate=Frigate
- item_ShipFocus_Gunship=Gunship
- item_ShipFocus_HeavyBomber=Heavy bomber
- item_ShipFocus_Infiltration=Infiltration
- item_ShipFocus_InfoRunner=Info Runner
- item_ShipFocus_Interceptor=Interceptor
- item_ShipFocus_Interdiction=Interdiction
- item_ShipFocus_LightCargo=Light Cargo
- item_ShipFocus_LightFighter=Light Fighter
- item_ShipFocus_LongRangeFighter=Long-range Fighter
- item_ShipFocus_LuxuryTouring=Luxury Touring
- item_ShipFocus_MediumFighter=Medium Fighter
- item_ShipFocus_Mercantile=Mercantile
- item_ShipFocus_MilitaryCloseSupport=Military Close Support
- item_ShipFocus_MilitaryTransport=Military Transport
- item_ShipFocus_Militia=Militia
- item_ShipFocus_MilitiaPatrol=Militia / Patrol
- item_ShipFocus_Mining=Mining
- item_ShipFocus_MultiFunction=Multi-Function
- item_ShipFocus_PassengerTransit=Passenger Transit
- item_ShipFocus_Policing=Policing
- item_ShipFocus_Racing=Racing
- item_ShipFocus_Repair=Repair
- item_ShipFocus_Scout=Scout
- item_ShipFocus_SearchRescue=Search and Rescue
- item_ShipFocus_ShortRangePatrol=Short Range Patrol Fighter
- item_ShipFocus_SnubFighter=Snub Fighter
- item_ShipFocus_Starter=Starter
- item_ShipFocus_Superiority=Superiority
- item_ShipFocus_Touring=Touring
- item_ShipFocus_Trade=Trade
- item_ShipFocus_Transport=Transport
- item_ShipFocus_UltraLightGround=Ultra-light Ground
- item_ShipFocus_Versatile=Versatile
- item_Subtitle1_Dead_Tree=Origin: Hyperion, Fora
- item_SubTitle1_Glowing_Vine=Origin: Min 1b
- item_SubTitle1_Hat_Monocle=2946 Dafne Collection
- item_Subtitle1_Moss_Head=Origin: Conner’s Land and Load, Killian
- item_SubTitle1_Space_Cactus=Origin: Centauri II, Centauri
- item_SubTitle1_Space_Flower=Origin: Terra, Terra
- item_Subtitle1_Space_Mushroom=Origin: Reisse, Rhetor
- item_SubTitle1_Xian_Plant=Origin: Eealus III, Eealus
- item_Subtitle2_Dead_Tree=Average Lifespan: 15-20 SEY
- item_SubTitle2_Glowing_Vine=Average Lifespan: 1-2 years
- item_SubTitle2_Hat_Monocle=Design by Derion
- item_Subtitle2_Moss_Head=Average Lifespan: Indefinitely
- item_SubTitle2_Space_Cactus=Average Lifespan: 5-7 SEY
- item_SubTitle2_Space_Flower=Average Lifespan: Estimated: 50-100 SEY
- item_Subtitle2_Space_Mushroom=Average Lifespan: 1-2 SEY
- item_SubTitle2_Xian_Plant=Average Lifespan: proven 2000 SEY, estimated unknown
- item_SubType20mm_AMMO=20mm
- item_SubType25mm_AMMO=25mm
- item_SubType35mm_AMMO=35mm
- item_SubType40mm_AMMO=40mm
- item_SubType50mm_AMMO=50mm
- item_SubType60mm_AMMO=60mm
- item_SubType60mm_Rail_AMMO=60mm Rail
- item_SubTypeADSComputer=ADS Computer
- item_SubTypeAmmo_25mm=25mm
- item_SubTypeAmmo_28mm=28mm
- item_SubTypeAmmo_30mm=30mm
- item_SubTypeAmmo_35mm=35mm
- item_SubTypeAmmo_60mm=60mm
- item_SubTypeAmmo_Rail_60mm=60mm
- item_SubTypeAmmo_Rail_80mm=80mm Rail
- item_SubTypeAmmoBox_Ballistic_120rd_106mm_exp=106mm EXP
- item_SubTypeArmor=Armor
- item_SubTypeAutopilot=Autopilot
- item_SubTypeAwesome=Awesome
- item_SubTypeBallTurret=Ball Turret
- item_SubTypeCanardTurret=Canard Turret
- item_SubTypeCargo=Cargo
- item_SubTypeCockpit_Audio=Cockpit Audio
- item_SubTypeConstellation=Constellation
- item_SubTypeConstellationBottomTurret=Constellation Bottom Turret
- item_SubTypeConstellationTopTurret=Constellation Top Turret
- item_SubTypeCooler_AEGS_Gladius=Cooler AEGS Gladius
- item_SubTypeCooler_ANVL_Hornet=Cooler ANVL Hornet
- item_SubTypeCooler_Idris=Cooler Idris
- item_SubTypeCooler_ORIG_300=Cooler ORIG 300
- item_SubTypeCooler_RSI_Aurora=Cooler RSI Aurora
- item_SubTypeCountermeasureLauncher=Countermeasure Launcher
- item_SubTypeCountermeasureLauncher_AEGS_Gladius=Countermeasure Launcher AEGS Gladius
- item_SubTypeCountermeasureLauncher_ANVL_Hornet=Countermeasure Launcher ANVL Hornet
- item_SubTypeCountermeasureLauncher_ORIG_300=Countermeasure Launcher ORIG 300
- item_SubTypeCountermeasureLauncher_ORIG_M50=Countermeasure Launcher ORIG M50
- item_SubTypeCountermeasureLauncher_RSI_Aurora=Countermeasure Launcher RSI Aurora
- item_SubTypeCPU=CPU
- item_SubTypeDefault=Default
- item_SubTypeEngine_AEGS_Gladius=Engine AEGS Gladius
- item_SubTypeEngine_ANVL_Hornet=Engine ANVL Hornet
- item_SubTypeEngine_ANVL_Hornet_F7CS=Engine ANVL Hornet F7CS
- item_SubTypeEngine_ORIG_300=Engine ORIG 300
- item_SubTypeEngine_ORIG_315p=Engine ORIG 315p
- item_SubTypeEngine_ORIG_325a=Engine ORIG 325a
- item_SubTypeEngine_ORIG_350r=Engine ORIG 350r
- item_SubTypeEngine_ORIG_m50=Engine ORIG m50
- item_SubTypeEngine_RSI_Aurora_L=Engine RSI Aurora L
- item_SubTypeExternal=External
- item_SubTypeEyeWare=EyeWare
- item_SubTypeFixedThruster=Fixed Thruster
- item_SubTypeFlashlight=Flashlight
- item_SubTypeFlexThruster=Flex Thruster
- item_SubTypeFuel=Fuel
- item_SubTypeGadget=Gadget
- item_SubTypeGladius_Gun=Gladius Gun
- item_SubTypeGladius_Missile=Gladius Missile
- item_SubTypeGlaiveGun=Glaive Gun
- item_SubTypeGrenade=Grenade
- item_SubTypeGun=Gun
- item_SubTypeGunBallTurret_ANVL_Hornet=Turret ANVL Hornet
- item_SubTypeGunCanardTurret_ANVL_Hornet=Turret ANVL Hornet
- item_SubTypeGunTurret=Gun Turret
- item_SubTypeHeat=Heat
- item_SubTypeIdris=Idris
- item_SubTypeIdris_Turret=Idris Turret
- item_SubTypeInterior_Audio=Interior Audio
- item_SubTypeIron=Iron
- item_SubTypeIronSight=Optics Attachment
- item_SubTypeJointThruster=Joint Thruster
- item_SubTypeKnife=Knife
- item_SubTypeLandingSystem=Landing System
- item_SubTypeLarge=Large
- item_SubTypeMagazine=Magazine
- item_SubTypeMale=Male
- item_SubTypeMannedTurret=Manned Turret
- item_SubTypeMedium=Medium
- item_SubTypeMedPack=Medical
- item_SubTypeMissile=Missile
- item_SubTypeMissileRack=Missile Rack
- item_SubTypeMissileRack_ANVL_Hornet=Missile Rack ANVL Hornet
- item_SubTypeMissileRack_M50=Missile Rack M50
- item_SubTypeMissileRack_ORIG_300=Missile Rack ORIG 300
- item_SubTypeMissileRack_RSI_Aurora=Missile Rack RSI Aurora
- item_SubTypeMissileTurret=Missile Turret
- item_SubTypeMissileTurretRack=Missile Turret Rack
- item_SubTypeMotherboard=Motherboard
- item_SubTypeNoseMounted=Nose Mounted Gun
- item_SubTypeOxygenCap=Oxygen
- item_SubTypePilot=Pilot
- item_SubTypePower=Power
- item_SubTypePower_AEGS_Gladius=Power AEGS Gladius
- item_SubTypePower_ANVL_Hornet=Power ANVL Hornet
- item_SubTypePower_Idris=Power Idris
- item_SubTypePower_ORIG_300=Power ORIG 300
- item_SubTypePower_ORIG_M50=Power ORIG M50
- item_SubTypePower_RSI_Aurora=Power RSI Aurora
- item_SubTypePower_Shubin_Turret=Power Shubin Turret
- item_SubTypeRadar=Radar
- item_SubTypeRocket=Rocket
- item_SubTypeRollFlexThruster=Roll Flex Thruster
- item_SubTypeScytheRightGun=Scythe Right Gun
- item_SubTypeSignatureReductor=Signature Reductor
- item_SubTypeSmall=Small
- item_SubTypeTargetingComputer=Targeting Computer
- item_SubTypeVectorThruster=Vector Thruster
- item_SubTypeWeapon=Weapon
- item_TypeAmmoBox=Ammo Box
- item_TypeAmmoCrate=Ammunition Crate
- item_TypeArmor=Armor
- item_TypeAudio=Audio
- item_TypeAvionics=Avionics
- item_TypeBattery=Battery
- item_TypeCargo=Cargo
- item_TypeChar_Armor_Arms=Arms
- item_TypeChar_Armor_Helmet=Helmet
- item_TypeChar_Armor_Legs=Legs
- item_TypeChar_Armor_Torso=Torso
- item_TypeChar_Armor_Undersuit=Undersuit
- item_TypeChar_Clothing_Feet=Footwear
- item_TypeChar_Clothing_Hands=Gloves
- item_TypeChar_Clothing_Hat=Hat
- item_TypeChar_Clothing_Legs=Pants
- item_TypeChar_Clothing_Torso_0=Shirt
- item_TypeChar_Clothing_Torso_1=Jacket
- item_TypeConsumable=Consumable
- item_TypeContainer=Container
- item_TypeCooler=Cooler
- item_TypeDebris=Debris
- item_TypeDisplay=Display
- item_TypeEMP=EMP
- item_TypeFlair_Floor=Floor
- item_TypeFlair_Surface=Surface
- item_TypeFlair_Wall=Wall
- item_TypeFuelIntake=Fuel Intake
- item_TypeFuelTank=Fuel Tank
- item_TypeGadget=Gadget
- item_TypeKnife=Knife
- item_TypeLight=Light
- item_TypeMainThruster=Main Thruster
- item_TypeManneuverThruster=Maneuver Thruster
- item_TypeMiningModifier=Mining Modifiers
- item_TypeMissile=Missiles
- item_TypeNOITEM_Vehicle=Vehicle
- item_TypeOrdinance=Ordnance
- item_TypePaints=Paints
- item_TypePowerPlant=Power Plant
- item_TypeQuantumDrive=Quantum Drive
- item_TypeQuantumEnforcementDevice=Quantum Enforcement Device
- item_TypeRadar=Radar
- item_TypeRemovableChip=Device
- item_TypeSeat=Seat
- item_TypeSelfDestruct=Self Destruct
- item_TypeShield=Shield Generator
- item_TypeSuit=Suit
- item_TypeThruster=Thruster
- item_TypeTurret=Turret
- item_TypeTurretBase=Turret Base
- item_TypeVisor=Visor
- item_TypeWeapon=Weapon
- item_TypeWeaponAttachment=Attachment
- item_TypeWeaponDefensive=Defensive
- item_TypeWeaponGun=Gun
- item_TypeWeaponMining=Mining Laser Heads
- item_TypeWeaponMissile=Missile
- item_TypeWeaponPersonal=Weapon
- item_weapons_145=
- itemDescARMR_ARGO_MPUV=[PH] ARGO MPUV Ship Armor
- itemNameARMR_ARGO_MPUV=ARGO MPUV Ship Armor
- itemPort_Ammo=Ammo
- itemPort_ammo_box_01=Ammo Box 01
- itemPort_ammo_box_02=Ammo Box 02
- itemPort_Armor_Arms=Armor (Arms)
- itemPort_Armor_Helmet=Armor (Helmet)
- itemPort_Armor_Legs=Armor (Legs)
- itemPort_Armor_Torso=Armor (Torso)
- itemPort_Armor_Undersuit=Undersuit
- itemPort_barrel_attachment=Weapon Attachment (Barrel)
- itemPort_BarrelSlot=Barrel Attachment
- itemport_body_itemport=Body
- itemPort_bottom_attachment=Weapon Attachment (Bottom)
- itemPort_category_armor=Armor
- itemPort_category_avionics=Avionics
- itemPort_category_clothing=Clothing
- itemPort_category_defences=Defenses
- itemPort_category_misc=Misc.
- itemPort_category_propulsion=Propulsion
- itemPort_category_systems=Systems
- itemPort_category_technology=Technology
- itemPort_category_undersuit=Undersuit
- itemPort_category_utility=Utility
- itemPort_category_weaponry=Weaponry
- itemPort_category_weapons=Weapons
- itemPort_Clothing_Feet=Footwear
- itemPort_Clothing_Hands=Gloves
- itemPort_Clothing_Legs=Pants
- itemPort_Clothing_Torso_0=Shirt
- itemPort_Clothing_Torso_1=Jacket
- itemPort_Eye_Accessories_ItemPort=Eyewear
- itemport_eyes_itemport=Eye Color
- itemPort_flair=Flair
- itemPort_flashlight=Flashlight
- itemPort_gadget_attach_1=Utility Item
- itemPort_gadget_attach_2=Utility Item
- itemPort_grenade_attach_1=Grenade 1
- itemPort_grenade_attach_2=Grenade 2
- itemPort_grenade_attach_3=Grenade 3
- itemPort_grenade_attach_4=Grenade 4
- itemPort_GunMount=Gun - Mount
- itemport_hair_itemport=Hairstyle
- itemPort_hardpoint_blade_wing_left=Ramming Blade -
- itemPort_hardpoint_blade_wing_right=Ramming Blade - Right
- itemPort_hardpoint_class_1_left=Weapon - Left
- itemPort_hardpoint_class_1_left_whisker=Weapon - Left Whisker
- itemPort_hardpoint_class_1_right=Weapon - Right
- itemPort_hardpoint_class_1_right_whisker=Weapon - Right Whisker
- itemPort_hardpoint_class_2=Weapon
- itemPort_hardpoint_class_2_left_wing=Weapon - Left Wing
- itemPort_hardpoint_class_2_right_wing=Weapon - Right Wing
- itemPort_hardpoint_class_3=Missile Rack
- itemPort_hardpoint_class_3_left_bay_door=Missile Rack - Left
- itemPort_hardpoint_class_3_left_bay_door_outer=Missile Rack - Left
- itemPort_hardpoint_class_3_right_bay_door=Missile Rack - Right
- itemPort_hardpoint_class_3_right_bay_door_outer=Missile Rack - Right
- itemPort_hardpoint_class_4_center=Weapon - Center
- itemPort_hardpoint_class_4_nose=Weapon - Nose
- itemPort_hardpoint_class1_left_wing=Weapon - Left Wing
- itemPort_hardpoint_class1_right_wing=Weapon - Right Wing
- itemPort_hardpoint_class2_nose=Weapon - Nose
- itemPort_hardpoint_cooler=Cooler
- itemPort_hardpoint_cooler_01=Cooler - Left
- itemPort_hardpoint_cooler_02=Cooler - Right
- itemPort_hardpoint_cooler_03=Cooler - Center
- itemPort_hardpoint_cooler_bottom=Cooler - Bottom
- itemPort_hardpoint_cooler_left=Cooler - Left
- itemPort_hardpoint_cooler_left_lower=Cooler - Left Lower
- itemPort_hardpoint_cooler_left_upper=Cooler - Left Upper
- itemPort_hardpoint_cooler_main=Cooler - Main
- itemPort_hardpoint_cooler_right=Cooler - Right
- itemPort_hardpoint_cooler_right_lower=Cooler - Right Lower
- itemPort_hardpoint_cooler_right_upper=Cooler - Right Upper
- itemPort_hardpoint_cooler_top=Cooler - Top
- itemPort_hardpoint_front_turret=Weapon - Front
- itemPort_hardpoint_gun_center=Weapon - Center
- itemPort_hardpoint_gun_laser_bottom_left=Weapon - Left Bottom
- itemPort_hardpoint_gun_laser_bottom_right=Weapon - Right Bottom
- itemPort_hardpoint_gun_laser_top_left=Weapon - Left Nacelle
- itemPort_hardpoint_gun_laser_top_right=Weapon - Right Nacelle
- itemPort_hardpoint_gun_left=Weapon - Left
- itemPort_hardpoint_gun_left_wing=Weapon - Left Wing
- itemPort_hardpoint_gun_nose=Weapon - Nose
- itemPort_hardpoint_gun_nose_left=Weapon - Nose Left
- itemPort_hardpoint_gun_nose_right=Weapon - Nose Right
- itemPort_hardpoint_gun_right=Weapon - Right
- itemPort_hardpoint_gun_right_wing=Weapon - Right Wing
- itemPort_hardpoint_gun_wing_left=Weapon - Left Wing
- itemPort_hardpoint_gun_wing_right=Weapon - Right Wing
- itemport_hardpoint_heat_sink=Heat Sink
- itemPort_hardpoint_Left_Body_Weapon=Weapon - Left
- itemPort_hardpoint_Left_Pylon_01=Missile Rack - Left
- itemPort_hardpoint_Left_Pylon_02=Missile Rack - Left
- itemPort_hardpoint_Left_Pylon_03=Missile Rack - Left
- itemPort_hardpoint_Left_S3_Pylon=Missile Rack - Left
- itemPort_hardpoint_left_wing_gun_mount=Weapon - Left Wing
- itemPort_hardpoint_Left_Wing_S03=Weapon - Left Inner Wing
- itemPort_hardpoint_Left_Wing_Weapon=Weapon - Left Wing
- itemPort_hardpoint_Left_Wingtip_S01=Weapon - Left Wingtip
- itemPort_hardpoint_mining_laser=Mining Laser
- itemPort_hardpoint_missile_left=Missile Rack - Left
- itemPort_hardpoint_missile_left_wing=Missile Rack - Left Wing
- itemPort_hardpoint_missile_rack_left=Missile Rack - Left
- itemPort_hardpoint_missile_rack_right=Missile Rack - Right
- itemPort_hardpoint_missile_rack_wing_left=Missile Rack - Left Wing
- itemPort_hardpoint_missile_rack_wing_left_01=Missile Rack - Left Wing 01
- itemPort_hardpoint_missile_rack_wing_left_02=Missile Rack - Left Wing 02
- itemPort_hardpoint_missile_rack_wing_right=Missile Rack - Right Wing
- itemPort_hardpoint_missile_rack_wing_right_01=Missile Rack - Right Wing 01
- itemPort_hardpoint_missile_rack_wing_right_02=Missile Rack - Right Wing 02
- itemPort_hardpoint_missile_right=Missile Rack - Right
- itemPort_hardpoint_missile_right_wing=Missile Rack - Right Wing
- itemPort_hardpoint_missilerack_left_wing_inner=Missile Rack - Left Wing 02
- itemPort_hardpoint_missilerack_left_wing_outer=Missile Rack - Left Wing 01
- itemPort_hardpoint_missilerack_right_wing_inner=Missile Rack - Right Wing 02
- itemPort_hardpoint_missilerack_right_wing_outer=Missile Rack - Right Wing 01
- itemPort_Hardpoint_Missiles_Top=Missile Rack
- itemPort_hardpoint_nose_gun=Weapon - Nose
- itemPort_hardpoint_paint=Paint
- itemPort_hardpoint_power_plant=Power Plant
- itemPort_hardpoint_power_plant_02=Power Plant
- itemPort_hardpoint_powerplant=Power Plant
- itemPort_hardpoint_powerplant_01=Power Plant - 01
- itemPort_hardpoint_powerplant_02=Power Plant - 02
- itemPort_hardpoint_powerplant_03=Power Plant - 03
- itemPort_hardpoint_powerplant_left=Power Plant - Left
- itemPort_hardpoint_powerplant_middle=Power Plant - 01
- itemPort_hardpoint_powerplant_rear=Power Plant - 02
- itemPort_hardpoint_powerplant_rearleft=Power Plant - Left
- itemPort_hardpoint_powerplant_rearright=Power Plant - Right
- itemPort_hardpoint_powerplant_right=Power Plant - Right
- itemPort_hardpoint_pylon_left=Missile Rack - Left
- itemPort_hardpoint_pylon_right=Missile Rack - Right
- itemPort_hardpoint_quantum_Drive=Quantum Drive
- itemPort_hardpoint_rear_left_turret=Turret - Rear Left
- itemPort_hardpoint_rear_right_turret=Turret - Rear Right
- itemPort_hardpoint_remote_turret_bottom=Remote Turret
- itemPort_hardpoint_remote_turret_front_left=Remote Turret
- itemPort_hardpoint_remote_turret_front_right=Remote Turret
- itemPort_hardpoint_remote_turret_rear_left=Remote Turret
- itemPort_hardpoint_remote_turret_rear_right=Remote Turret
- itemPort_hardpoint_remote_turret_top=Remote Turret
- itemPort_hardpoint_Right_Body_Weapon=Weapon - Right
- itemPort_hardpoint_Right_Pylon_01=Missile Rack - Right
- itemPort_hardpoint_Right_Pylon_02=Missile Rack - Right
- itemPort_hardpoint_Right_Pylon_03=Missile Rack - Right
- itemPort_hardpoint_Right_S3_Pylon=Missile Rack - Right
- itemPort_hardpoint_right_wing_gun_mount=Weapon - Right Wing
- itemPort_hardpoint_Right_Wing_S3=Weapon - Right Inner Wing
- itemPort_hardpoint_Right_Wing_Weapon=Weapon - Right Wing
- itemPort_hardpoint_Right_Wingtip_S1=Weapon - Right Wingtip
- itemPort_hardpoint_rocket_rack_wing_left=Rocket Pod - Left Wing
- itemPort_hardpoint_rocket_rack_wing_right=Rocket Pod - Right Wing
- itemPort_hardpoint_shield_generator=Shield Generator
- itemPort_hardpoint_shield_generator_001=Shield Generator 01
- itemPort_hardpoint_shield_generator_002=Shield Generator 02
- itemPort_hardpoint_shield_generator_01=Shield Generator
- itemPort_hardpoint_shield_generator_02=Shield Generator 02
- itemPort_hardpoint_shield_generator_03=Shield Generator 03
- itemPort_hardpoint_shield_generator_A=Shield Generator 01
- itemPort_hardpoint_shield_generator_B=Shield Generator 02
- itemPort_hardpoint_shield_generator_C=Shield Generator 03
- itemPort_hardpoint_shield_generator_D=Shield Generator 04
- itemPort_hardpoint_shield_generator_left=Shield Generator - Left
- itemPort_hardpoint_shield_generator_right=Shield Generator - Right
- itemPort_hardpoint_shieldgenerator_left=Shield Generator - Left
- itemPort_hardpoint_shieldgenerator_right=Shield Generator - Right
- itemPort_hardpoint_sidecannon_left=Weapon - Nose Left
- itemPort_hardpoint_sidecannon_right=Weapon - Nose Right
- itemPort_hardpoint_size_4=Utility - Right Wing
- itemPort_hardpoint_Spinal_S4=Weapon - Top
- itemPort_hardpoint_torpedo_back_left=Torpedo Rack - Back Left
- itemPort_hardpoint_torpedo_back_right=Torpedo Rack - Back Right
- itemPort_hardpoint_torpedo_front_left=Torpedo Rack - Front Left 01
- itemPort_hardpoint_torpedo_front_left_02=Torpedo Rack - Front Left 02
- itemPort_hardpoint_torpedo_front_right=Torpedo Rack - Front Right 01
- itemPort_hardpoint_torpedo_front_right_02=Torpedo Rack - Front Right 02
- itemPort_hardpoint_turret=Turret
- itemPort_hardpoint_turret_left=Turret Weapon - Left
- itemPort_hardpoint_turret_right=Turret Weapon - Right
- itemPort_hardpoint_weapon_01=Weapon - Nose
- itemPort_hardpoint_weapon_02=Weapon - Nose
- itemPort_hardpoint_weapon_class1_left_wing=Weapon - Left Wing
- itemPort_hardpoint_weapon_class1_right_wing=Weapon - Right Wing
- itemPort_hardpoint_weapon_class2_nose=Weapon - Nose
- itemPort_hardpoint_weapon_class3_left=Rocket Pod - Left Wing
- itemPort_hardpoint_weapon_class3_right=Rocket Pod - Right Wing
- itemPort_hardpoint_weapon_gun_centermount=Weapon - Nose
- itemPort_hardpoint_weapon_gun_class1_left_wing=Weapon - Left Wing
- itemPort_hardpoint_weapon_gun_class1_right_wing=Weapon - Right Wing
- itemPort_hardpoint_weapon_gun_left_wing=Weapon - Left Wing
- itemPort_hardpoint_weapon_gun_nose=Weapon - Nose
- itemPort_hardpoint_weapon_gun_nose_fixed_001=Weapon - Nose Right 01
- itemPort_hardpoint_weapon_gun_nose_fixed_002=Weapon - Nose Left 01
- itemPort_hardpoint_weapon_gun_nose_fixed_003=Weapon - Nose Right 02
- itemPort_hardpoint_weapon_gun_nose_fixed_004=Weapon - Nose Left 02
- itemPort_hardpoint_weapon_gun_right_wing=Weapon - Right Wing
- itemPort_hardpoint_weapon_left=Weapon - Left Wing
- itemPort_hardpoint_weapon_left_nose=Weapon - Nose Left
- itemPort_hardpoint_weapon_left_wing=Weapon - Left Wing
- itemPort_hardpoint_weapon_missilerack_left=Missile Rack - Left
- itemPort_hardpoint_weapon_missilerack_left_inner=Missile Rack - Left
- itemPort_hardpoint_weapon_missilerack_left_rea=Missile Rack - Left Rear
- itemPort_hardpoint_weapon_missilerack_left_rear=Missile Rack - Left
- itemPort_hardpoint_weapon_missilerack_left_wing=Missile Rack - Left Wing
- itemPort_hardpoint_weapon_missilerack_left_wing_inner=Missile Rack - Left Wing 01
- itemPort_hardpoint_weapon_missilerack_left_wing_outer=Missile Rack - Left Wing 02
- itemPort_hardpoint_weapon_missilerack_right=Missile Rack - Right
- itemPort_hardpoint_weapon_missilerack_right_inner=Missile Rack - Right
- itemPort_hardpoint_weapon_missilerack_right_rea=Missile Rack - Right Rear
- itemPort_hardpoint_weapon_missilerack_right_rear=Missile Rack - Right
- itemPort_hardpoint_weapon_missilerack_right_wing=Missile Rack - Right Wing
- itemPort_hardpoint_weapon_missilerack_right_wing_inner=Missile Rack - Right Wing 01
- itemPort_hardpoint_weapon_missilerack_right_wing_outer=Missile Rack - Right Wing 02
- itemPort_hardpoint_Weapon_Nose_Left=Weapon - Left
- itemPort_hardpoint_Weapon_Nose_Right=Weapon - Right
- itemPort_hardpoint_weapon_right=Weapon - Right Wing
- itemPort_hardpoint_weapon_right_nose=Weapon - Nose Right
- itemPort_hardpoint_weapon_right_wing=Weapon - Right Wing
- itemPort_hardpoint_weapon_s02_left_wing=Weapon - Left Wing
- itemPort_hardpoint_weapon_s02_nose=Weapon - Nose
- itemPort_hardpoint_weapon_s02_right_wing=Weapon - Right Wing
- itemPort_hardpoint_weapon_top=Weapon - Top
- itemPort_Hardpoint_Weapon_Wing_S1_Left=Weapon - Left Wing 01
- itemPort_Hardpoint_Weapon_Wing_S1_Right=Weapon - Right Wing
- itemPort_Hardpoint_Weapon_Wing_Tip_S3_Left=Weapon - Left Wing 02
- itemPort_hardpoint_Weapon_Wing_Top_Left=Weapon - Left Wing
- itemPort_hardpoint_Weapon_Wing_Top_Right=Weapon - Right Wing
- itemPort_hardpoint_wing_top_left=Weapon - Left Wing
- itemPort_hardpoint_wing_top_right=Weapon - Right Wing
- itemPort_Hat_ItemPort=Hat
- itemport_head_itemport=Face
- itemPort_jetpack_attach=EVA Pack
- itemPort_magazine_attach=Weapon Magazine
- itemPort_magazine_attach_1=Spare Weapon Magazine 1
- itemPort_magazine_attach_2=Spare Weapon Magazine 2
- itemPort_magazine_attach_3=Spare Weapon Magazine 3
- itemPort_magazine_attach_4=Spare Weapon Magazine 4
- itemPort_magazine_attach_5=Spare Weapon Magazine 5
- itemPort_magazine_attach_6=Spare Weapon Magazine 6
- itemPort_magazine_attach_7=Spare Weapon Magazine 7
- itemPort_magazine_attach_8=Spare Weapon Magazine 8
- itemport_material_variant=Hair Color
- itemPort_medPen_attach_1=Consumable (Medical)
- itemPort_medPen_attach_2=Consumable (Medical)
- itemPort_missile_01_attach=Missile Attach Point 01
- itemPort_missile_02_attach=Missile Attach Point 02
- itemPort_missile_03_attach=Missile Attach Point 03
- itemPort_missile_04_attach=Missile Attach Point 04
- itemPort_missile_05_attach=Missile Attach Point 05
- itemPort_missile_06_attach=Missile Attach Point 06
- itemPort_missile_07_attach=Missile Attach Point 07
- itemPort_missile_08_attach=Missile Attach Point 08
- itemPort_missile_09_attach=Missile Attach Point 09
- itemPort_missile_10_attach=Missile Attach Point 10
- itemPort_missile_attach_01=Missile Attach Point 01
- itemPort_missile_attach_02=Missile Attach Point 02
- itemPort_missile_attach_03=Missile Attach Point 03
- itemPort_missile_attach_04=Missile Attach Point 04
- itemPort_missile_attach_05=Missile Attach Point 05
- itemPort_missile_attach_06=Missile Attach Point 06
- itemPort_missile_attach_07=Missile Attach Point 07
- itemPort_missile_attach_08=Missile Attach Point 08
- itemPort_ModuleSlot=Multi-Tool Attachment
- itemPort_OpticsSlot=Optics Attachment
- itemPort_Ordinance=Ordnance
- itemPort_Ordnance=Ordnance
- itemPort_oxyPen_attach_1=Consumable (Oxygen)
- itemPort_oxyPen_attach_2=Consumable (Oxygen)
- itemPort_Paint=Paint
- itemPort_port_Flair01=Flair Item
- itemPort_port_NameAviBlade01=Avionics Blade 1
- itemPort_port_NameAviBlade02=Avionics Blade 2
- itemPort_port_NameAviBlade03=Avionics Blade 3
- itemPort_port_NameAviBlade04=Avionics Blade 4
- itemPort_port_NameAvionics=Avionics Rack
- itemPort_port_NameAvionics01=Avionics Rack 1
- itemPort_port_NameAvionics02=Avionics Rack 2
- itemPort_port_NameAvionics03=Avionics Rack 3
- itemPort_port_NameConfigurableSlot=Configurable Slot
- ItemPort_port_NameCooler=Cooler
- itemPort_port_NameCooler01=Cooler 1
- itemPort_port_NameCooler02=Cooler 2
- itemPort_port_NameCountermeasure=Countermeasure Launcher
- itemPort_port_NameCountermeasure01=Countermeasure Launcher 1
- itemPort_port_NameCountermeasure02=Countermeasure Launcher 2
- itemPort_port_NameCountermeasure03=Countermeasure Launcher 3
- itemPort_port_NameCountermeasure04=Countermeasure Launcher 4
- itemPort_port_NameFuelIntake=Fuel Intake
- itemPort_port_NameFuelIntake01=Fuel Intake 1
- itemPort_port_NameFuelIntake02=Fuel Intake 2
- itemPort_port_NameFuelIntake03=Fuel Intake 3
- itemPort_port_NameFuelIntake04=Fuel Intake 4
- itemPort_port_NameFuelIntake05=Fuel Intake 5
- itemPort_port_NameFuelPod01=Fuel Pod 1
- itemPort_port_NameFuelPod02=Fuel Pod 2
- itemPort_port_NameFuelPod03=Fuel Pod 3
- itemPort_port_NameFuelPod04=Fuel Pod 4
- itemPort_port_NameFuelPod05=Fuel Pod 5
- itemPort_port_NameFuelPod06=Fuel Pod 6
- itemPort_port_NameFuelRefin01=Fuel Refinery 1
- itemPort_port_NameFuelRefin02=Fuel Refinery 2
- itemPort_port_NameFuelTank=Fuel Tank
- itemPort_port_NameFuelTank01=Fuel Tank 1
- itemPort_port_NameFuelTank02=Fuel Tank 2
- itemPort_port_NameFuelTank03=Fuel Tank 3
- itemPort_port_NameFuelTank04=Fuel Tank 4
- itemPort_port_NameFuelTank05=Fuel Tank 5
- itemPort_port_NameGimbalMountSlot=Gimbal Mount Weapon Slot
- itemPort_port_NameJDrive=Jump Drive
- itemPort_port_NameLifesupp=Life Support
- itemPort_port_NameMissileRack=Missile Rack
- itemPort_port_NameMissileRack01=Missile Rack 1
- itemPort_port_NameMissileRack02=Missile Rack 2
- itemPort_port_NameMissileRack03=Missile Rack 3
- itemPort_port_NameMissileRack04=Missile Rack 4
- itemPort_port_NameMissileRack05=Missile Rack 5
- itemPort_port_NameMissileRack06=Missile Rack 6
- itemPort_port_NameMissileRack07=Missile Rack 7
- itemPort_port_NameMissileRack08=Missile Rack 8
- itemPort_port_NameMissileRack09=Missile Rack 9
- itemPort_port_NameMissileRack10=Missile Rack 10
- itemPort_port_NameMissileRackLeft=Missile Rack - Left
- itemPort_port_NameMissileRackLeftWing=Missile Rack - Left Wing
- itemPort_port_NameMissileRackRight=Missile Rack - Right
- itemPort_port_NameMissileRackRightWing=Missile Rack - Right Wing
- itemPort_port_NameMissileRackSlot=Missile Slot
- itemPort_port_NameMissileRackSlot01=Missile Slot 1
- itemPort_port_NameMissileRackSlot02=Missile Slot 2
- itemPort_port_NameMissileRackSlot03=Missile Slot 3
- itemPort_port_NameMissileRackSlot04=Missile Slot 4
- itemPort_port_NameMissileRackSlot05=Missile Slot 5
- itemPort_port_NameMissileRackSlot06=Missile Slot 6
- itemPort_port_NameMissileRackSlot07=Missile Slot 7
- itemPort_port_NameMissileRackSlot08=Missile Slot 8
- itemPort_port_NameMissileRackSlot09=Missile Slot 9
- itemPort_port_NameMissileRackSlot10=Missile Slot 10
- itemPort_port_NameNoseMount=Nose Mount
- itemPort_port_NamePaint=Exterior Paint
- itemPort_port_NamePaintDash=Interior Trim
- itemPort_port_NamePaintSeat=Seat Material
- itemPort_port_NamePaintSeatTrim=Seat Trim
- itemPort_port_NamePowerplant=Power Plant
- itemPort_port_NamePowerplant01=Power Plant 1
- itemPort_port_NamePowerplant02=Power Plant 2
- itemPort_port_NamePowerplant03=Power Plant 3
- itemPort_port_NamePowerplant04=Power Plant 4
- itemPort_port_NamePowerplant05=Power Plant 5
- itemPort_port_NamePowerplant06=Power Plant 6
- itemPort_port_NamePowerplant07=Power Plant 7
- itemPort_port_NamePowerplant08=Power Plant 8
- itemPort_port_NamePowerplant09=Power Plant 9
- itemPort_port_NamePowerplant10=Power Plant 10
- itemPort_port_NamePowerplant11=Power Plant 11
- itemPort_port_NamePowerplant12=Power Plant 12
- itemPort_port_NamePowerplant13=Power Plant 13
- itemPort_port_NamePowerplant14=Power Plant 14
- itemPort_port_NameQDrive=Quantum Drive
- itemPort_port_NameQDrive01=Quantum Fuel Tank 1
- itemPort_port_NameQDrive02=Quantum Fuel Tank 2
- itemPort_port_NameQFuelTank=Quantum Fuel Tank
- itemPort_port_NameRadar=Radar
- itemPort_port_NameRadar01=Radar 1
- itemPort_port_NameRadar02=Radar 2
- itemPort_port_NameRadar03=Radar 3
- itemPort_port_NameSeatCaptain=Captain's Seat
- itemPort_port_NameSeatComms=Communications Officer Seat
- itemPort_port_NameSeatCoPilot=Co-Pilot Seat
- itemPort_port_NameSeatCrew=Crew Seat
- itemPort_port_NameSeatDriver=Driver Seat
- itemPort_port_NameSeatEngConsole=Engineering Console
- itemPort_port_NameSeatJump=Jump Seat
- itemPort_port_NameSeatPassenger=Passenger Seat
- itemPort_port_NameSeatPilot=Pilot Seat
- itemPort_port_NameSeatRemTurret=Remote Turret Seat
- itemPort_port_NameSeatWeapons=Weapons Officer Seat
- itemPort_port_NameShieldGen=Shield Generator
- itemPort_port_NameShieldGen01=Shield Generator 1
- itemPort_port_NameShieldGen02=Shield Generator 2
- itemPort_port_NameShieldGen03=Shield Generator 3
- itemPort_port_NameTurret01=Turret 1
- itemPort_port_NameTurret02=Turret 2
- itemPort_port_NameTurret03=Turret 3
- itemPort_port_NameTurret04=Turret 4
- itemPort_port_NameTurret05=Turret 5
- itemPort_port_NameTurret06=Turret 6
- itemPort_port_NameTurret07=Turret 7
- itemPort_port_NameTurret08=Turret 8
- itemPort_port_NameTurret09=Turret 9
- itemPort_port_NameTurret10=Turret 10
- itemPort_port_NameTurret11=Turret 11
- itemPort_port_NameTurret12=Turret 12
- itemPort_port_NameTurret13=Turret 13
- itemPort_port_NameTurret14=Turret 14
- itemPort_port_NameTurret15=Turret 15
- itemPort_port_NameTurret16=Turret 16
- itemPort_port_NameTurret17=Turret 17
- itemPort_port_NameTurret18=Turret 18
- itemPort_port_NameTurret19=Turret 19
- itemPort_port_NameTurret20=Turret 20
- itemPort_port_NameTurretAIModule=Turret AI Module
- itemPort_port_NameTurretGunSlot=Turret Weapon Slot
- itemPort_port_NameTurretGunSlot01=Turret Weapon Slot 1
- itemPort_port_NameTurretGunSlot02=Turret Weapon Slot 2
- itemPort_port_NameTurretGunSlot03=Turret Weapon Slot 3
- itemPort_port_NameTurretGunSlot04=Turret Weapon Slot 4
- itemPort_port_NameTurretSeat=Turret Seat
- itemPort_port_NameWeaponEMP=EMP Module
- itemPort_port_NameWeaponInnerLeftWing=Weapon - Inner Left Wing
- itemPort_port_NameWeaponInnerRightWing=Weapon - Inner Right Wing
- itemPort_port_NameWeaponLeft=Weapon - Left
- itemPort_port_NameWeaponLeftWing=Weapon - Left Wing
- itemPort_port_NameWeaponNose=Weapon - Nose
- itemPort_port_NameWeaponRight=Weapon - Right
- itemPort_port_NameWeaponRightWing=Weapon - Right Wing
- itemPort_port_NameWeaponSlot=Weapon Slot
- itemPort_port_NameWeaponSlot01=Weapon Slot 1
- itemPort_port_NameWeaponSlot02=Weapon Slot 2
- itemPort_port_NameWeaponSlot03=Weapon Slot 3
- itemPort_port_NameWeaponSlot04=Weapon Slot 4
- itemPort_port_NameWeaponSlot05=Weapon Slot 5
- itemPort_port_NameWeaponSlot06=Weapon Slot 6
- itemPort_port_NameWeaponSlot07=Weapon Slot 7
- itemPort_port_NameWeaponSlot08=Weapon Slot 8
- itemPort_port_NameWeaponSlot09=Weapon Slot 9
- itemPort_port_NameWeaponSlot10=Weapon Slot 10
- itemPort_port_NameWeaponTop=Weapon - Top
- itemPort_shield_attachment=Weapon Attachment (Shield)
- itemPort_sight_attachment=Weapon Attachment (Sight)
- itemport_skin_variant=Skin Tone
- itemPort_Slot=Weapon
- itemPort_Sub_Item_Slot=Sub-Item Slot
- itemPort_Torpedo=Torpedo Rack
- itemPort_turret_left=Turret Gun - Left
- itemPort_turret_right=Turret Gun - Right
- itemPort_UnderbarrelSlot=Underbarrel Attachment
- itemPort_utility_attach_1=Utility Item
- itemPort_utility_attach_2=Utility Item
- itemPort_weapon_attach_gadget_2h=Gadget
- itemPort_weapon_attach_shield=Gadget
- itemPort_wep_sidearm=Weapon (Sidearm)
- itemPort_wep_sidearm_leg=Weapon (Sidearm)
- itemPort_wep_stocked_2=Weapon (Secondary)
- itemPort_wep_stocked_3=Weapon (Primary)
- items_clothing_360=
- items_commodities_agricium=Agricium
- items_commodities_agricium_desc=A rare and valuable silvery metal with a blue-green sheen. Malleable, ductile, and largely non-reactive.
- items_commodities_agriculturalGoods=Agricultural Goods
- items_commodities_agriculturalGoods_desc=Unprocessed crop and animal products used in the production of foodstuffs, textiles and bio-organic fuels.
- items_commodities_agriculturalSupplies=Agricultural Supplies
- items_commodities_agriculturalSupplies_desc=Items required for agricultural production. Includes fertilizers, feed, and pesticides.
- items_commodities_altruciatoxin=Altruciatoxin
- items_commodities_altruciatoxin_desc=Created by chemically processing the pollen of Revenant Tree (altrucia lacus), common effects of ingesting or smoking altruciatoxin include relaxing of the muscles, sensory enhancement, and lethargy. Heavy usage can cause staining of the tongue.
- items_commodities_altruciatoxin_unprocessed=Revenant Tree Pollen
- items_commodities_altruciatoxin_unprocessed_desc=The pollen of Revenant Tree (altrucia lacus).
- items_commodities_aluminum=Aluminum
- items_commodities_aluminum_desc=A chemically reactive, gray metal that is malleable, lightweight, ductile, strong, and resistant to corrosion. Capable of superconductivity.
- items_commodities_amioshiplague=Amioshi Plague
- items_commodities_amioshiplague_desc=Not nearly as ominous as its name, the Amioshi Plague is an invasive lichen that grows in the cracks of rocks. While the core of the lichen burrows out of sight to try and absorb as much moisture as it can find, the part near the surface sprouts hooded scales that eject spores to spread to other rocks. It's relatively short maturation period is the origin of its name.\n
- items_commodities_ammonia=Ammonia
- items_commodities_ammonia_desc=[PH] Ammonia description.
- items_commodities_antiHydrogen=Anti-Hydrogen
- items_commodities_antiHydrogen_desc=The antimatter counterpart of hydrogen. Contains one positron and one antiproton.
- items_commodities_aphorite=Aphorite
- items_commodities_aphorite_desc=Decorative jewel crystal prized for its multi-hued tones.
- items_commodities_argon=Argon
- items_commodities_argon_desc=Chemically inert under most conditions, argon is an odorless, colorless gas that is as soluble in water as oxygen. Appears lilac in a discharge tube.
- items_commodities_arsenic=Arsenic
- items_commodities_arsenic_desc=A brittle, dense semimetal that is poisonous in large quantities.
- items_commodities_Astatine=Astatine
- items_commodities_astatine_desc=A dangerously radioactive, highly unstable halogen. Some of its isotopes have half-lives of one second or less.
- items_commodities_atlasium=Atlasium
- items_commodities_atlasium_desc=This very strong metal alloy is often one of the few materials salvageable from severe wreck sites.
- items_commodities_beryl=Beryl
- items_commodities_beryl_desc=A mineral that creates natural hexagonal crystals. Colorless in its pure form, its impure forms include the gems emerald and aquamarine.
- items_commodities_bexalite=Bexalite
- items_commodities_bexalite_desc=This mineral harvested from worlds with no natural magnetic core, has found widespread use in electrical systems.
- items_commodities_bioplastic=Bioplastic
- items_commodities_bioplastic_desc=A plastic replacement material created when fossil fuels began running low in Sol. It is derived from renewable biomass sources, often from vat grown bacteria but can be derived from industrial byproducts as well.
- items_commodities_borase=Borase
- items_commodities_borase_desc=This highly thermally conductive material is often formed from cosmic ray spallation and is most typically found in younger star systems.
- items_commodities_boron=Boron
- items_commodities_boron_desc=A metalloid element produced by supernovae and cosmic ray spallation. A semiconductor in its pure crystalline form.
- items_commodities_cadmiumallinide=Cadmium Allinide
- items_commodities_cadmiumallinide_desc=This refined form of cadmium has great energy potential and is used frequently in reactors and batteries.
- items_commodities_carbon=Carbon
- items_commodities_carbon_desc=[PH] Carbon description.
- items_commodities_carbonsilk=Carbon-Silk
- items_commodities_carbonsilk_desc=This light, flexible and incredibly strong material is woven from carbon strands collected from the secretions of specially bioengineered worms.
- items_commodities_chlorine=Chlorine
- items_commodities_chlorine_desc=A light gas with a high electron affinity and a yellow-green tone at room temperature. One of the halogens.
- items_commodities_CK13GIDSeeds=CK13-GID Seed Blend
- items_commodities_CK13GIDSeeds_desc=These genetically-modified barley seeds were banned because of their aggressive growth and high-levels of cross-pollination that has frequently ravaged any neighboring plant life. However, the plant's high yield and ease of growth have continued to make it a sought-after commodity.
- items_commodities_Coal=Coal
- items_commodities_coal_desc=A combustible sedimentary rock primarily composed of carbon. Thought to originate from ancient peat.
- items_commodities_cobalt=Cobalt
- items_commodities_cobalt_desc=[PH] Cobalt description.
- items_commodities_compboard=Compboard
- items_commodities_compboard_desc=A main processing unit used inside various computers and electronics.
- items_commodities_ConsumerGoods=Consumer Goods
- items_commodities_consumerGoods_desc=Commodities that are purchased by an individual to satisfy their wants or needs.
- items_commodities_copper=Copper
- items_commodities_copper_desc=A soft red-orange colored metal with high conductivity. Prone to oxidation unless properly treated.
- items_commodities_corundum=Corundum
- items_commodities_corundum_desc=The crystalline form of aluminum oxide. Used as a gem. Varieties include ruby, sapphire, and padparadscha.
- items_commodities_crudeOil=Crude Oil
- items_commodities_crudeOil_desc=A compound composed of hydrocarbons and other organic molecules. Also referred to as unprocessed petroleum.
- items_commodities_diamond=Diamond
- items_commodities_diamond_desc=An allotrope of the element carbon, diamonds form over billions of years under high heat and pressure. Extremely hard and thermally conductive.
- items_commodities_diamondlaminate=Diamond Laminate
- items_commodities_diamondlaminate_desc=One of the hardest manufactured materials today, this glass-like substance is frequently used in the construction of cockpit windows.
- items_commodities_distilledSpirits=Distilled Spirits
- items_commodities_distilledSpirits_desc=A purified beverage produced through the distillation of fermented substances. Possesses at least 20 percent of alcohol by volume.
- items_commodities_dolivine=Dolivine
- items_commodities_dolivine_desc=A dull green gemstone that is used decoratively but also can be used for industrial purposes thanks to its resistance to weathering and high density.
- items_commodities_dopple=Dopple
- items_commodities_dopple_desc=A dissociative drug that creates a strong feeling of separation. People, places, and objects familiar to the user take on a distorted and unreal quality. Some users report a detachment from emotions. Doplencyethorphine is used in small dosages medically to help with extreme emotion issues and rage management problems. Recreational users take it for the effect of resetting the mundane and everyday into something new and different. Side effects include memory loss, panic attacks, paranoia, and psychotic episodes.
- items_commodities_dymantium=Dymantium
- items_commodities_dymantium_desc=One of the toughest known metal alloys that can be forged. It is extremely difficult to manufacture and must be used with care in order to avoid accidentally weakening the material during application.
- items_commodities_dynaflex=DynaFlex
- items_commodities_dynaflex_desc=Developed for use by the military, this absorptive material can withstand severe stress owing to its flexibility.
- items_commodities_elespo=Elespo
- items_commodities_elespo_desc=A brand name of a light sponge-like material that has exceptional electrical absorption properties.
- items_commodities_eriesium=Eriesium
- items_commodities_eriesium_desc=An actinide element that is extremely rare in the UEE, eriesium is theorized to be an incredible power source if harnessed properly, but can also be deadly in its refined state.
- items_commodities_etam=E'tam
- items_commodities_etam_desc=Created from the leaves of indigenous plants, E'tam is an organic hallucinogenic drug used by the Xi'an to slow body function and focus in order to achieve a deeper meditative state. For Humans, the effects are much more severe. E'tam causes hyper awareness, cognitive enhancement and improved focus. Users can be so engrossed in tasks that they neglect to eat, sleep or take care of other body functions.
- items_commodities_europium=Europium
- items_commodities_europium_desc=The most reactive of the rare earth metals. Europium compounds are often phosphorescent.
- items_commodities_fluorine=Fluorine
- items_commodities_fluorine_desc=A toxic and highly reactive gas that appears pale yellow in its natural state. Very easily forms compounds with almost all other elements.
- items_commodities_freeze=Freeze
- items_commodities_freeze_desc=A synthetic tranquilizer used for muscle therapy that causes very heavy sedation in the user while also activating the nerve endings in their muscles. Originally created as a way to rebuild damaged/rebuilt muscle tissue, it found another use as a sedative weight-loss supplement, and when in a concentrated form, as a party drug.
- items_commodities_freshFood=Fresh Food
- items_commodities_freshFood_desc=Various meats, grains and produce that have not yet been cooked, dried, salted, frozen, pickled, or otherwise preserved.
- items_commodities_GaspingWeevilEggs=Gasping Weevil Eggs
- items_commodities_GaspingWeevilEggs_desc=The eggs of this small beetle are commonly held to be an aphrodisiac, but when allowed to hatch the weevils themselves will eat through sealants used in space station construction. Transport of the insect or its eggs is banned in the UEE.
- items_commodities_glow=Glow
- items_commodities_glow_desc=A variant of the street drug known as "Neon," Glow is formulated to create more euphoric feelings and less hallucinations than are normally associated with other members of its chemical family. The telltale sign of a user is that swallowing the capsule often leaves glowing residue on the tongue. Some people microdose Glow to help them maintain a more positive attitude (being careful to drip the dose directly onto the back of their throat). The main risk is that once the effect wears off people can become suicidally depressed for a short while before their brain chemistry normalizes.
- items_commodities_gold=Gold
- items_commodities_gold_desc=A commonly found ductile metal favored for its conductivity. Though it falls in and out of fashion, it is often used for decorative purposes as well.\n
- items_commodities_goldenmedmon=Golden Medmon
- items_commodities_goldenmedmon_desc=Grown in temperate climates on the Maru Ebony Tree, Golden Medmons are left to fall off the tree when ripe and collected. The fruit at that stage is extremely firm and astringent. They only become edible after being 'bletted' or softened through ethylene ripening. Once softening begins, the skin wrinkles and darkens, while the inside flesh is loses moisture until it has a creamy consistency and a flavor reminiscent of caramelized lactose. This process can confuse those new to medmons, as the bletted fruit looks as if it has gone off.
- items_commodities_hadanite=Hadanite
- items_commodities_hadanite_desc=A crystal oscillator sought out for it's extremely high frequency of vibration which makes it useful in various applications.
- items_commodities_helium=Helium
- items_commodities_helium_desc=An inert noble gas that is colorless, tasteless, and non-toxic. The second most abundant element in the universe. Produced within stars during the nuclear fusion of hydrogen.
- items_commodities_hephaestanite=Hephaestanite
- items_commodities_hephaestanite_desc=Found often near volcanic outcroppings, this mineral is commonly used for a thermal insulator.
- items_commodities_HLX99Hyperprocessors=HLX99 Hyperprocessors
- items_commodities_HLX99Hyperprocessors_desc=Commonly known as "Helixes" these Banu manufactured processing chips were designed for fullcore crypto-cracking and are used in the manufacture of computer system infiltration devices.
- items_commodities_HumanFoodBars=Human Food Bars
- items_commodities_HumanFoodBars_desc=Despite what the label on the packaging declares, the Banu manufactured "Human Food Bars" have been shown to contain multiple additives deemed unsafe for Human consumption.
- items_commodities_hydrogen=Hydrogen
- items_commodities_hydrogen_desc=The most abundant element in the universe. The building block of stars. Highly flammable in its pure form.
- items_commodities_inert_materials=Inert Materials
- items_commodities_inert_materials_desc=Non-valuable materials collected during the mining process.
- items_commodities_iodine=Iodine
- items_commodities_iodine_desc=The heaviest stable halogen. Sublimes from a purple-black metallic solid into a violet gas.
- items_commodities_jahlium=Jahlium
- items_commodities_jahlium_desc=This naturally occurring metal has found use in several industrial applications and in the production of steel alloys that were favored during 28th century space station construction.
- items_commodities_krypton=Krypton
- items_commodities_krypton_desc=A colorless, tasteless noble gas that appears white in a discharge tube. One of the products of uranium fission.
- items_commodities_laranite=Laranite
- items_commodities_laranite_desc=A somewhat radioactive, crystalline gemstone. Black with streaks of dark red, it can only be used as jewelry if shielded.
- items_commodities_lastaprene=Lastaprene
- items_commodities_lastaprene_desc=An advanced synthetic polymer designed with optimal properties for several commercial applications. It has greater viscoelasticity than most commonly produced rubbers.
- items_commodities_LifeCureMedSticks=LifeCure Medsticks
- items_commodities_LifeCureMedSticks_desc=The use of these imitation CureLife Medpens has resulted in numerous deaths.
- items_commodities_lithium=Lithium
- items_commodities_lithium_desc=A soft metal with a silvery-white hue. In its natural state, it is highly reactive. Tarnishes quickly when exposed to air.
- items_commodities_lycara=Lycara
- items_commodities_lycara_desc=A extremely light and strong carbon composite material first developed for racing ship rudders.
- items_commodities_magnesium=Magnesium
- items_commodities_magnesium_desc=An alkaline earth metal with a low melting point. Produced within giant, aging stars, it is ninth most abundant element in the universe.
- items_commodities_mala=Mala
- items_commodities_mala_desc=Digestion of the unique toxins found in the Mala fly causes confusion of the congnitive pathways of the brain and results in synesthesia where different sensory experiences cross and mix. Effects described by users range widely; from being able to see music to tasting colors. Since pain does not register the same way while under the influence of the toxin, many people of have been severely injured while "sense swapping." For example, one user lost their arm after perceiving the heat from a thruster engine as pleasurable.
- items_commodities_maze=Maze
- items_commodities_maze_desc=Street name for a tranquilizer and knock-out hallucinogen that's Tevarin in origin. Dosing up is like taking a massive journey into your own mind. To the outside world, you’re nearly comatose, but to you, it’s a wild trip. A handful of religions have been started after a user took a trip into the maze. Aside from the toxic element, there’s a chance you won’t come down from the high. They call this ‘getting disconnected.’ Users stay locked in their own head until their brain decays. Maze was originally used as a near religious experience for Tevarin warriors to find their path in life. Since the fall of the Tevarin empire, it's become corrupted into a purely recreational drug. The Tevarin who once treated this drug with reverence and ritual, now make boatloads of credits selling it to anyone who wants to risk a potentially dangerous trip.
- items_commodities_medicalSupplies=Medical Supplies
- items_commodities_medicalSupplies_desc=A variety of items produced primarily to treat injury or illness.
- items_commodities_mercury=Mercury
- items_commodities_mercury_desc=[PH] Mercury description.
- items_commodities_methane=Methane
- items_commodities_methane_desc=A highly flammable gas composed of carbon and hydrogen. It is colorless and odorless in its natural state.
- items_commodities_mixedMining=Mixed Mining
- items_commodities_mixedMining_desc=A mixed collection of commodities obtained by mining
- items_commodities_mobyGlass=mobyGlass Personal Computers
- items_commodities_mobyGlass_desc=These knock-off mobiGlas use pirated software and are often infected with spyware and malicious programming.
- items_commodities_neodymium=Neodymium
- items_commodities_neodymium_desc=A reactive lanthanide that quickly oxidizes in air, forming layers of tarnish that can be readily peeled.
- items_commodities_neograph=Neograph
- items_commodities_neograph_desc=A recently discovered form of graphene, this complicated lattice structure of carbon molecules produces an extremely light and strong material.
- items_commodities_neon=Neon
- items_commodities_neon_desc=A psychoactive designer drug known for increased energy, euphoria, and mild hallucinations (particularly how the body processes light). Due to its chemical complexity, it's much more expensive than other street drugs, but is very popular in club culture.
- items_commodities_nitrogen=Nitrogen
- items_commodities_nitrogen_desc=A low-density, diatomic gas with no color or odor in its natural state. A necessary element in human respiration.
- items_commodities_omnapoxy=Omnapoxy
- items_commodities_omnapoxy_desc=Durable and resistant, this resin quickly sets when applied to form a hardened polymer.
- items_commodities_osionHides_desc=The tanned skins from Osoians, a Fair Chance protected species from Oso II.
- items_commodities_OsoianHides=Osoian Hides
- items_commodities_oxygen=Oxygen
- items_commodities_oxygen_desc=The third most abundant element in the universe, oxygen is a highly reactive chalcogen gas that readily forms oxides with other materials.
- items_commodities_partillium=Partillium
- items_commodities_partillium_desc=[PH] Partillium description.
- items_commodities_phosphorus=Phosphorus
- items_commodities_phosphorus_desc=Elemental phosphorous is highly flammable and volatile. It readily forms compounds with other materials.
- items_commodities_pitambu=Pitambu
- items_commodities_pitambu_desc=The skin of the pitambu is thin and waxy and easily peeled away using its green leaf-like growths. Inside is a is crisp and watery, bright red flesh which is filled with tiny white seeds that have a mild, nutty taste. The flesh and seeds are traditionally consumed together.
- items_commodities_polonium=Polonium
- items_commodities_polonium_desc=A volatile, highly radioactive metal with no stable isotopes. It has a half-life of around 138 days.
- items_commodities_potassium=Potassium
- items_commodities_potassium_desc=[PH] Potassium description.
- items_commodities_praseodymium=Praseodymium
- items_commodities_praseodymium_desc=A malleable and ductile rare earth metal. Highly reactive. Pure praseodymium develops a green coat upon oxidizing.
- items_commodities_processedFood=Processed Food
- items_commodities_processedFood_desc=A nutritional substance that has been transformed trough physical or chemical means into food.
- items_commodities_prota=Prota
- items_commodities_prota_desc=A resilient slime mold that can form in extremely corrosive environments and pressure, Prota secretes a strong adhesive that can be distilled into a commercial-grade glue.
- items_commodities_quartz=Quartz
- items_commodities_quartz_desc=A chiral crystal composed of silicon and oxygen that can be found in a wide variety of forms and colors.
- items_commodities_rantadung=Ranta Dung
- items_commodities_rantadung_desc=A dry cube-shaped dung that comes from a large isopod-like crustacean known as a Ranta. It has recently been discovered that the dung contains a unique bacterial biome that helps the Ranta process and digest minerals and some researches are hopeful will lead to industrial or medical innovations.
- items_commodities_RedfinEnergyModulator=Redfin Energy Modulator
- items_commodities_RedfinEnergyModulator_desc=Made by various Banu manufacturers, this energy modulator is distinct for its red-hued heatsinks. Though it can be installed into most Human component subsystems to reduce power draw, its extremely dangerous fail rate has caused it to be banned for import into the UEE.
- items_commodities_revenantpod=Revenant Pod
- items_commodities_revenantpod_desc=Contrary to its ominous name, the Revenant is actually a variety of the Altrucia Tree, an indigenous plant of Terra known for its thick and colorful leaves. Geoengineers introduced fields of Altrucias to Hyperion in an effort to break up the dust storms. Although the project failed, the Altrucia trees adapted to the perpetual wind patterns, shedding its leaves and thickening the wood in the trunk. Botanists initially believed that the Altrucias had died, but on closer inspection, discovered that they were quite alive and thus, the name was born.The pods are collected because the pollen is processed and turned into Altruciatoxin.
- items_commodities_RS1OdyseySpacesuits=RS1 Odysey Spacesuits
- items_commodities_RS1OdyseySpacesuits_desc=These imitation RSI Odyssey flightsuits are cheaply made counterfeits that are hazardous to use.
- items_commodities_rubidium=Rubidium
- items_commodities_rubidium_desc=A slightly radioactive metal containing an isotope with a half-life of 49 billion years. Ductile and soft.
- items_commodities_sarilus=Sarilus
- items_commodities_sarilus_desc=A material first introduced into Human manufacturing after trade with the Banu. It is extremely distortion resistant. Though Human made Sarilus does a good job, many hold that the Banu manufactured product is superior.
- items_commodities_scr=SCR
- items_commodities_scr_desc=After centuries of production, this common form of rubber emerged as the the industry standard. Standard Commercial Rubber (SCR) can be produced rapidly and cost effectively.
- items_commodities_scrap=Scrap
- items_commodities_scrap_desc=Waste that is ready to be converted into new materials for reuse.
- items_commodities_selenium=Selenium
- items_commodities_selenium_desc=A chalcogen often found in combination with heavy metals. In its refined form, it increases in electrical conductivity when exposed to light.
- items_commodities_silicon=Silicon
- items_commodities_silicon_desc=A strong and brittle element with good thermal conductivity. Crystalizes in a diamond form.
- items_commodities_silnex=Silnex
- items_commodities_silnex_desc=An advanced silica ceramic developed by early RSI researchers to allow ships to better withstand atmospheric reentry.
- items_commodities_slam=SLAM
- items_commodities_slam_desc=Most commonly ingested as a gas. Vials of SLAM are cracked and inhaled. Initially developed as a performance enhancer for athletes, SLAM targets the user's nervous system acting as a fear-inhibitor and painkiller. Once the severe physical side effects were discovered, the drug went underground and found popularity among mercs and outlaws who relied on it to provide that slight edge in combat. Unfortunately, SLAM is also heavily addictive, so many of these mercs ended up getting burned out on the drug. Heavy-duty SLAM junkies are easily identifiable in public; they have ‘the shakes’ -- involuntary muscle twitches. Important to note that this is not a sign of withdrawal, simply a side effect.
- items_commodities_sodium=Sodium
- items_commodities_sodium_desc=Soft, shiny and silvery-white, the highly reactive sodium cannot be found as a native metal. It must be extracted from compounds.
- items_commodities_special_holidaybox=Luminalia Gift
- items_commodities_special_holidaybox_desc=A small, wrapped package meant to get you in the Luminalia spirit. Banu merchants celebrating the holiday used to hide small gifts aboard their ship to encourage revelers to explore all their wares. As the holiday grew in popularity within the UEE, Human merchants modified this tradition by hiding empty gift-wrapped packages around a space station or landing zone that could be exchanged for credits if returned unopened. The increased foot traffic into their stores spurned holiday sales and became a tradition in its own right. \n\nStow this gift for sentimental value, or sell it at a commodities terminal and spend the credits on a holiday gift for yourself.
- items_commodities_special_lunarEnvelope=Red Festival Envelope
- items_commodities_special_lunarEnvelope_desc=Exchanging gilded red envelopes is one of the most popular ways of celebrating Red Festival. Often the envelope may include a small amount of credits inside to help those you care about have a strong start in the upcoming cycle. Growing in popularity is the newer tradition of hiding the envelopes as a way of spreading good fortune and prosperity to those that fate has deemed in need. \n\nStow the envelope as a token of luck, share it with a friend or loved one to spread good fortune, or exchange it at a commodities terminal and use the credits for a prosperous beginning to a new cycle.
- items_commodities_steel=Steel
- items_commodities_steel_desc=An alloy of iron and carbon, this ancient material is still in uses thanks to its affordable price and high tensile strength.
- items_commodities_stims=Stims
- items_commodities_Stims_desc=Composed of various combinations of tobacco, caffeine, and mood-enhancer, stims are smoked as a cigarette.
- items_commodities_taranite=Taranite
- items_commodities_taranite_desc=Extremely conductive, this mineral was first discovered when a researcher noticed a breed of electrosensitive hermit crab using pieces of it to form its shell.
- items_commodities_tellurim=Tellurium
- items_commodities_tellurium_desc=Tellurium is a brittle, mildly toxic metalloid that is sometimes found in a chemical compound with gold. Has the highest melting and boiling points of the chalcogens.
- items_commodities_thermalfoam=ThermalFoam
- items_commodities_thermalfoam_desc=A light and flexible heat insulating foam. Must be stored under very high pressure to avoid it setting before application.
- items_commodities_thorium=Thorium
- items_commodities_thorium_desc=A naturally occurring, weakly radioactive metal. Easily forms alloys with other metals. When exposed to oxygen, its silvery surface turns black.
- items_commodities_thrust=Thrust
- items_commodities_thrust_desc=This cocktail of chemicals provides the user with a massive boost of energy, increased sociability, euphoria, and heightened tactile sensitivity. Rumored to have been developed as an energy drink base, this drug has proven popular among those wishing for extra energy or to "party longer." However, owing to the risk of heart attack, deadly dehydration, and seizures, the mix has been banned in most areas. Users can be identified by their stuttering, rambling speech, flushed skin, and sweating.
- items_commodities_titanium=Titanium
- items_commodities_titanium_desc=This silver-colored chemical element is excellent at producing strong, lightweight alloys.
- items_commodities_tritium=Tritium
- items_commodities_tritium_desc=[PH] Tritium description.
- items_commodities_tungsten=Tungsten
- items_commodities_tungsten_desc=Used in many different alloys, tungsten in its pure form becomes malleable while maintaining its hardness. \n
- items_commodities_type_agriculturalSupply=Agricultural Supply
- items_commodities_type_agriculturalSupply_desc=Items required for agricultural production. Includes fertilizers, feed, and pesticides.
- items_commodities_type_alloy=Alloy
- items_commodities_type_alloy_desc=[PH] Alloy description.
- items_commodities_type_consumerGoods=Consumer Goods
- items_commodities_type_consumerGoods_desc=Commodities that are purchased by an individual to satisfy their wants or needs.
- items_commodities_type_food=Food
- items_commodities_type_food_desc=Any substance that can be safely consumed by a living organism for the purpose of nutritional support.
- items_commodities_type_gas=Gas
- items_commodities_type_gas_desc=A substance that when under standard pressure has vast distance between particles with weaker intermolecular bonds than other phases of matter.
- items_commodities_type_HPMC=HexaPolyMesh Coating
- items_commodities_type_HPMC_desc=[PH] HexaPolyMesh Coating description
- items_commodities_type_manmade=Man-made
- items_commodities_type_manmade_desc=[PH] Man-made description
- items_commodities_type_medicalSupply=Medical Supply
- items_commodities_type_medicalSupply_desc=A variety of items produced primarily to treat injury or illness.
- items_commodities_type_metal=Metal
- items_commodities_type_metal_desc=A solid material that typically shiny and opaque and possesses good electrical and thermal conductivity.
- items_commodities_type_Mineral=Mineral
- items_commodities_type_Mineral_desc=Naturally occurring abiogenic compounds that are typically crystalline in nature with an ordered atomic arrangement.
- items_commodities_type_natural=Natural
- items_commodities_type_natural_desc=[PH] Natural description.
- items_commodities_type_nonmetals=NonMetals
- items_commodities_type_nonmetals_desc=[PH] Nonmetals description
- items_commodities_type_plasmaFuel=Plasma Fuel
- items_commodities_type_plasmaFuel_desc=[PH] Plasma Fuel description
- items_commodities_type_processedGoods=Processed Goods
- items_commodities_type_processedGoods_desc=[PH] Processed Goods
- items_commodities_type_quantumFuel=Quantum Fuel
- items_commodities_type_quantumFuel_desc=[PH] Quantum Fuel description.
- items_commodities_type_scrap=Scrap
- items_commodities_type_scrap_desc=Waste that is ready to be converted into new materials for reuse.
- items_commodities_type_vice=Vice
- items_commodities_type_vice_desc=Items that are regarded as immoral or harmful by society.
- items_commodities_type_waste=Waste
- items_commodities_type_waste_desc=Unwanted and unusable materials that are designated to be discarded.
- items_commodities_uranium=Uranium
- items_commodities_uranium_desc=Once enriched, radioactive uranium is commonly used in energy production. Though once depleted, its hardness lends itself to structural uses like plating.\n
- items_commodities_waste=Waste
- items_commodities_waste_desc=Unwanted and unusable materials that are designated to be discarded.
- items_commodities_waste_rock=Rock
- items_commodities_waste_rock_desc=Excess rock which is a by-product of the mining process.
- items_commodities_widow=WiDoW
- items_commodities_widow_desc=Thick, ink-black synthetic opioid commonly used as a recreational drug. WiDoW has spread like wildfire throughout the Empire thanks to the fact that it's relatively easy to produce. This also creates a wide variety of quality between batches of the drug. Designed to be injected as a liquid directly into the bloodstream, the name derived from one of the main side effects from extensive use, the drug stains the veins black, creating web-like subcutaneous patterns through the body. Illegal inside the UEE.
- items_commodities_xapyen=Xa'Pyen
- items_commodities_xapyen_desc=Only recently used in Human manufacturing, this complex alloy of Xi'an origin is a jack of all trades that is extremely useful in numerous applications.
- items_commodities_xenon=Xenon
- items_commodities_xenon_desc=A dense, odorless, colorless noble gas that is generally unreactive. Exhibits a bluish glow when excited by electrical discharge.
- items_commodities_zip=Zip
- items_commodities_zip_desc=Zip is a hyper-accelerant that when added directly to the bloodstream, "supercharges" the user's nervous system causing sensory hallucinations such as colors become more vivid and hearing sounds that aren't there. These effects tend to make users seem to be in constant motion and easily distracted.
- items_DescVNCL_Stinger_S1_HS=[PH] Vanduul Stinger
- items_flair_221=
- items_flair_253=
- items_hangarNameAeroview=Aeroview
- items_hangarNameRevelYork=Revel & York
- items_hangarNameSelfLand=Self-Land
- items_hangarNameVFGIndustrial=VFG Industrial
- items_JournalEntryType_AudioLog=Audio
- items_JournalEntryType_TextLog=Message
- items_mission_desc_luxuryfood=A rare culinary delicacy.
- items_mission_desc_medicalResearch=Research into a classified medical field.
- items_mission_desc_metalSamples=A collection of exceptional quality metal samples.
- items_mission_desc_mineralSamples=A collection of exceptional quality mineral samples.
- items_mission_desc_modifiedCropSeed=Produce genetically modified to have more desirable traits.
- items_mission_desc_specialistDrugs=Newly formulated drugs.
- items_mission_luxuryfood=Luxury Food
- items_mission_medicalResearch=Medical Research
- items_mission_metalSamples=Metal Samples
- items_mission_mineralSamples=Mineral Samples
- items_mission_modifiedCropSeed=Modified Crop Seed
- items_mission_specialistDrugs=Specialist Drugs
- items_NameVNCL_Stinger_S1_HS=[PH] Vanduul Stinger
- items_scavengeable_Cigars=Cigars
- items_scavengeable_DrugStash_Packet=Drug Packet
- items_scavengeable_DrugStash_PillBag=Pill Bag
- items_scavengeable_DrugStash_PillPot=Pill Pot
- items_scavengeable_MooreEstateLonsdale=Moore Estate Cigars
- items_scavengeable_RadegastWhisky=Radegast Whisky
- items_spaceships_351=
- items_spaceships_SearchRescue=Search and Rescue
- Journal_General_ContractManagerTutorial_Content=Welcome to the new Contract Manager!\n\nWith your mobiGlas’ 2.5 network software update, you may have noticed some improvements made to the Contract Manager application. It’s now easier to search through available jobs, accept contracts, and keep all your ongoing work organized. Happy Job Hunting!\n_______________________________________\n\nKEEPING TABS\n\nThe first thing you may notice when you open the Contract Manager from the mG Homespace is that there are now four tabs located along the top of your holo-display.\n\nGeneral - This tab gathers and displays available local contracts which have been Business and Labor Administration (BLA) certified to meet UEE and local law requirements. \nPersonal - These are offers being sent to your account specifically. Users are encouraged to be cautious accepting unsolicited contracts from unknown sources.\nAccepted - Once you accept an offer, the contract is moved to this tab so that you can quickly access important information relating to it.\nHistory - When a contract comes to end, either through successful completion or by other means, the record of it is kept here for reference.\n\nNEW CONTRACT CATEGORIES\n\nWe have introduced new Contract Categories that automatically group offers by type to make it easier to find the type of job you’re interested in. \n\nAppointments - These are typically offers used to coordinate and schedule in person meetings.\nBounty Hunter - Contracts to pursue and track down specific, possibly dangerous individuals.\nECN - Contracts received through the Emergency Communication Network system.\nDelivery - Transport-related contracts to move cargo and goods between locations.\nInvestigation - Used by insurance companies and individuals to acquire information. (This update also improves the data submission tool to allow users to submit applicable information to the client from the Accepted tab*.)\nMaintenance - Jobs that require manual labor and trade skills such as repair work or hazardous material handling. \nMercenary - Offers in which the contractor is expected to have combat training, such as escort and security work.\n\nACCEPTING CONTRACTS\n\nWith the Contract Manager, after carefully reading all the information, you can apply for and accept job offers** directly from your mobiGlas. Once you have accepted a contract, from the Accepted tab you will be able to see a detailed list of objectives, and can now also track and untrack contracts to have it sync with your StarMap app, as well as cancel contracts already in progress***.\n_______________________________________\n\n* Users may choose to submit their data to the client at any point, whether the matter has been fully investigated or not. Any complications to arise from this are the solely the responsibility of the user.\n** microTech and mobiGlas do not endorse or guarantee any contracts listed in the Contract Manager and are not responsible for any risks associated with accepting uncertified contracts. \n*** microTech and mobiGlas are not accountable for any and all repercussions related to abandoning contracts.
- Journal_General_ContractManagerTutorial_From=mobiGlas
- Journal_General_ContractManagerTutorial_Title=Updated Contract Manager
- Journal_General_CriminalRecord_Content=Crimes Committed:\n\n~law(committedCrimes)
- Journal_General_CriminalRecord_Title=Criminal Record
- Journal_General_CrusaderBountyCongrats_Content=Congratulations!\n\nYour name has been added to Crusader Security's Authorized Operator list, a prime hiring resource for the numerous security firms operating in this sector. Inclusion on this list confirms your status as a skilled operator and your ability to handle bounty collection and other security related contracts.\n\nSafe Travels & Good Hunting,\n\nSasha Rust\nSecurity Director, Crusader Industries\n
- Journal_General_CrusaderBountyCongrats_From=Crusader Security
- Journal_General_CrusaderBountyCongrats_Title=Bounty Collection Authorization
- Journal_General_CrusaderBountyRevoke_Content=Due to recent criminal activity, Crusader Security has revoked your status as an Authorized Operator effective immediately.
- Journal_General_CrusaderBountyRevoke_From=Crusader Security
- Journal_General_CrusaderBountyRevoke_Title=Bounty Collection Authorization - REVOKED
- Journal_General_CrusaderCrimeTutorial_Content=Like many who travel to the Stanton System, you may be wondering how the laws and regulations of the four megacorps compare to the laws in the rest of the UEE. While our status as an independent planet allows us latitude to govern as we see fit, you may be surprised to learn that Crusader Industries adheres to many of the legal guidelines set forth by the Empire in order to provide a safe and secure environment for all. \n\nHere are few tips to remember while visiting Crusader and its surrounding sectors:\n\n* While the level of crime here is typically no higher than many places in the Empire, visitors should be cautious traveling to more remote areas such as the asteroid belt around the moon Yela since outlaw attacks have been known to occur.\n\n* Even though you are in Crusader Security patrolled space, damaging another individual’s ship or interfering with public landing areas are still considered misdemeanors. Note that repeated offenses will be taken very seriously. \n\n* Beware of contract offers that involve the disabling of comm arrays. Unsavory individuals often try to lure unsuspecting victims to do this illegal task for them under false pretenses, and many travellers have fallen for this scam. Know that TAMPERING WITH COMM ARRAYS IS AGAINST THE LAW and endangers other people’s lives. Anyone caught disabling a comm array will be prosecuted to the fullest extent of the law.\n\n* The moons of Crusader are home to many beautiful sights, and touring them is a must while visiting the area. Just be sure to avoid unmarked outposts, bring plenty of fuel and oxygen, and always locate your closest emergency shelter before setting out an expedition.\n\n* Crusader Security encourages individuals to join us in helping promote a safe environment. Whether you help track down a wanted criminal, assist in patrolling nearby sectors, or respond to ECN alerts to help ships in distress, any contributions you make to the community’s overall security will be noted in your records and may go a long way in making up for any previous minor infractions. By working together we can all make Crusader a better place to visit.
- Journal_General_CrusaderCrimeTutorial_From=Crusader Security Team
- Journal_General_CrusaderCrimeTutorial_Title=A Visitor’s Guide to Crusader Security
- Journal_General_StarmapQuantumTutorial_Content=Now that your mobiGlas has installed to the new 2.5 network update, you are ready to use the StarMap app to travel the stars in a whole new way. For the past year, the engineers at microTech have been working with industry-leading quantum drive manufacturers to allow our award winning StarMap app to seamlessly integrate with most consumer navigation software. This means you can now set quantum travel routes directly from inside the Starmap you are ready to use the StarMap to set quantum travel routes directly. \n\nTo get started using these new features, follow the quickstart guide below.\n\nSafe Travels!\n\nThe StarMap App Dev Team\n\n_______________________________________\n\n\nSTARMAP QUANTUM TRAVEL QUICKSTART GUIDE\n\n1. From your cockpit chair, open up the StarMap app either by accessing it through your mobiGlas or your ship’s holo-display.\n\n2. Use the StarMap’s controls to pan and zoom around the map, till you see the destination you wish to travel to. (Remember, you may have to zoom in or out to locate a particular destination.)\n\n3. Click on the destination to see a route from your current location highlighted with a green scrolling dashed line. (If the route is inaccessible by a single quantum, it will appear a red static dashed line. If this is the case, you may have to travel to an accessible location first before traveling to your ultimate destination or refill your quantum fuel tank. For any additional issues, contact your quantum drive manufacturer.) \n\n4. Once you have your route selected, you can use the button on the lower left labeled “Set As Destination” to transfer these coordinates to your quantum drive’s navigational computer. The route will now be highlighted by green scrolling arrows.\n\n5. Close the StarMap and you are now set to begin quantum travel. After spooling your quantum drive in preparation, rotate your ship so that your prow is aimed at the diamond-shaped destination marker on your AR display to calibrate the navigational computer. Once spooled and calibrated, you will be able to initiate quantum to your set location. (Remember, you will not be able to quantum travel again till your drive’s cooldown period ends.)
- Journal_General_StarmapQuantumTutorial_From=mobiGlas
- Journal_General_StarmapQuantumTutorial_Title=Improved StarMap Quantum Integration
- Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Author=Covalex Investigation - Door Codes
- Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Body=To: Genevieve Miko\nFrom: Dennis Gethart\nRe: Door Codes\n2945.09.22 14:31SET\n \n \nHey Gen,\n \nNo, haven’t touched it. I checked with Ava though. She said to just leave it, Ososky isn’t a person of interest in the investigation. Clean-up teams will reset the code when they sweep the station.\n \nDennis\n \n>To: Dennis Gethart\n>From: Genevieve Miko\n>Re: Door Codes\n>2945.09.22 14:27SET\n>\n>Melanie Ososky.\n>\n>To: Genevieve Miko\n>From: Dennis Gethart\n>Re: Door Codes\n>2945.09.22 14:26SET\n>\n>Hey Gen,\n>\n>Who’s hab is this?\n>\n>Dennis\n>\n>To: Dennis Gethart\n>From: Genevieve Miko\n>Subject: Door Codes\n2945.09.22 14:22SET\n>\n>\n>Hey, Dennis\n>\n>I’m supposed to be packing up these habs, but can’t seem to access one of the doors. The code on file isn’t working. Did you change it?\n>\n>Gen\n>
- Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Title=D.Gethart - Recovered Data
- Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Author=Covalex Investigation - Security Seal
- Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Body=HAB: WARD, DARNELL\n \n<b>** SECURITY SEAL **</b>\n DO NOT TAMPER\nThis room has been sealed as a crime scene. All persons are forbidden to enter without express permission from lead Investigator.
- Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Title=DO NOT TAMPER
- Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Author=Covalex Investigation - Preliminary Findings
- Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Body=To: Ava Skenning\nFrom: Ava Skenning\nSub: Preliminary Findings\n2945.09.23 15:46SET\n \n<b><<< EXECUTIVES ONLY: NOT FOR DISTRIBUTION >>></b>\n \nIncident Report #GJC-99091\n \nTo members of the Executive Team,\n \nI am in the process of preparing a complete summary, but wanted to give you a high level overview of our findings. \n \nOn 2945-08-27, Covalex Station Gundo suffered a catastrophic system overload which triggered an explosion that resulted in the deaths of sixteen employees and millions in structural damage.\n \nInitial investigation into the station’s server logs found that one of the Maintenance workers (WARD, DARNELL File#438956) had been running stress tests throughout the day to address a power runoff issue. System login indicates that Ward attempted another stress test at 1400 SET on day of accident, but didn’t ever turn the system off. Station systems went critical without the local failsafes and an explosion was inevitable.\n \nReviewing Ward’s personnel file indicated that he’d had addiction issues in the past and had even been suspended previously for negligence. Though supervisor reviews indicated he’d cleaned up since his return, our teams found evidence that he slipped back into bad habits shortly before the accident.\n \nTo perform our due diligence, we’ve exhausted other potential causes, but this one seems to be the most likely. As I mentioned, I’m still compiling my final report, which you will have when I make my presentation to the board.\n \n \nAva Skenning\nInvestigator\nCorporate Security - Covalex\n \n<i>The information contained in this message is confidential and only intended for the recipients. If you have received this message in error, please notify Covalex Corporate Security team and they will guide you through proper deletion protocol. Distributing, releasing or holding this private company communication is strictly prohibited.</i>
- Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Title=A.Skenning - Recovered Data
- Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Author=Covalex Investigation - Hab Code List
- Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Hab Codes\n2945.09.21 16:53SET\n \nAva,\n \nPulled the Hab door codes from the SysAdmin’s terminal and tested them out. Here’s the list:\n \nHab 1: Hammell, Scott = 1170\nHab 2: Biollo, Ross = 3633\nHab 3: Ososky, Mel = 1352 (*** Note: This code seems to be outdated. Didn’t work on the door)\nHab 4: Santos, Kyomi = 9898\nHab 5: Theolone, Nico = 1318\nHab 7: Besser, Claudia = 7871\nHab 8: Temp Housing = 2231\n\nAnd here’s the specific one you wanted:\n \nHab 6: Ward, Darnell = 6682\n\n \nLet me know if you need anything else,\n \nDennis
- Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Title=D. Gethart - Recovered Data
- Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Author=Covalex Investigation - Server Assessment
- Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Server Assessment\n2945.09.23 14:11SET\n \n \nHi Ava,\n \nI went through the data logs from the server and managed to put together a rough timeline of events that led up to the crash. I know the initial speculation was criminal sabotage, but based on this, it looked like worker negligence. Sad as it is to say.\n \nAnyway, I’ve attached a series of files to help illustrate my points and so you don’t have to sift through three million lines of data text.\n \n**/Excerpt_1 ATTACHED/**\n \nI’ve pulled together some sample readings from the Power Distribution logs. As you can see, over the past year, the station has been suffering from sporadic power drains. Maintenance reports theorized that there was a power drain somewhere, but to me, it looks like faulty switchers. These 2920’s were notorious for power flow issues.\n \n**/Excerpt_2 ATTACHED/**\n \nSo here is the initial stress test that Darnell Ward ran the day of the incident. Everything after <i>RUNPROTOCOL stresstest_v3.dnn</i> is the test taking effect. Everything looks good, right? Then, and I haven’t figured out why yet, but a few hours later (and in the middle of the stress test) he runs this <i>all_monitor_silence.dnn</i> protocol. Maybe he was trying to bring monitoring systems offline to see if they were causing the drain. I don’t really know. Anyway, it was a stupid move, because he basically removed his only way to see that the power plant was about to go critical. \n \nI’ll keep digging and keep you apprised.\n \nDennis
- Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Title=D. Gethart - Recovered Data
- Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Author=Personal Datapad - Darnell Ward
- Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Body=From: Darnell Ward\nTo: Elaine Ward\nSubject: I messed up\n2945.08.27 05:13SET\n>> UNSENT DRAFT\n \nSo… I don’t know why this is so tough... Dr. Colby said that I shouldn’t get too down on myself if I stumbled in my treatment, but I can’t bring myself to believe him. I know I could probably just sleep it off, wake up tomorrow and commit myself to starting fresh, but I don’t know… something just feels wrong about that. Wrong not telling you. Then it feels like it’d be sweeping it under the rug. Like it never happened. I think about all the things I put you, put the kids through, and I just don’t know why I can’t figure this out. \n \nI guess you know where this is going. There was a birthday party tonight and somebody had been saving a bottle of Esquire. It was easy to say yes. I almost didn’t even think about it. What that word would mean. I guess… I think I went back ten years ago, like when we were at school. When having a few drinks didn’t lead to waking up in a medstation or with blood on my clothes. But in that moment, I was the me back then. Just a guy celebrating a birthday with some coworkers…\n \nBut I’m not that guy. And it kills me.\n \nI don’t know who I am anymore. It’s late now. I’m drunk. Drunk and ashamed that I keep letting you down.\n \nI guess all I want is
- Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Title=D.Ward - Recovered Data
- JournalEntry_CrewMember_01_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\n[Comm set to auto-send at 18:00:00]\n\nTo: Adena Freund\nFrom: Jameis Freund\nSubject: I’m sorry\n\nHey, Adena… if I know you at all, you’re probably not talking to me.\n\nFirst, I’m sorry I didn’t tell you about the meeting with Avivar. I knew you’d be against talking to them, but I couldn’t risk it not happening. You have every right to be angry at me for keeping it from you, but you know how you get sometimes. Honestly, I don’t know how to handle you when you get all worked up. You’ve been that way since we were kids. Remember that incident with Mom’s Cutlass? Guess I wanted to avoid all that drama until everything was official. \n\nSee... dammit, it’s hard to admit this to you ... Freund Family Fuel is running deep in the red and I don’t see a way out. I did… I did everything I could to try and find a way out, put the house up as collateral for a loan… but nothing worked. Just dumb luck I guess. \n\nSelling to Avivar is our only option to stay flying with some creds in our pockets and a shred of dignity. I know you’d argue with all your heart against it, but you don’t know the numbers like I do. This system’s a different place since Dad started all of this. Dad never had to hire a full time turret gunner for protection. Competition’s grown so fierce that the low fuel prices can’t cover our skyrocketing costs. At least if we operate under Avivar’s banner we’ll have some support during these tough times. The business may not be in our name after this, but it’ll still be ours.\n\nI know you hate me right now, but just remember that, as your brother, I love you and only want to do what’s best for all of us. Well, whenever you’re ready to talk, I’ll be here.\n\n- J \n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_01_SubTitle=Freund Family Fuel Employee Datapad - Jameis Freund
- JournalEntry_CrewMember_01_Title=J. Freund - Recovered Comm
- JournalEntry_CrewMember_02_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Adena Freund\nFrom: Christina Clark\nSubject: I’m done\n\nSeriously, screw you guys. Three runs. I’ve done three runs for you and still haven’t gotten paid. You aren’t the only ones with debts to pay and while this may be your family business, it sure as hell isn’t mine. \n\nMaybe if you guys actually made sure your clients paid on time this wouldn’t happen. More than once I’ve seen Jameis tell clients to pay him whenever it’s convenient. Guess I shouldn’t be surprised this happened. Freund Family Fuel may be fine with doing a hard day’s work and not getting paid, but the hell if I am. I’ll be filing a breach of contract or lost wages complaint or whatever the hell they’re called against you both the second I’m off this tub. \n\n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_02_SubTitle=Freund Family Fuel Employee Datapad - Adena Freund
- JournalEntry_CrewMember_02_Title=A. Freund - Recovered Comm
- JournalEntry_CrewMember_03_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Ben Totland\nFrom: Simon Totland\nRE: Checking in\n\nHey man,\n\nI got chewed out again today. Guess I didn’t get to the turret fast enough. Adena kept yelling at me that we’d all be dead if the ship was really under attack. \n\nBut it’s not like I was dragging my heels. I’ve just never been on a ship this size before. It’s so easy to get turned around on this thing. Almost feels like someone designed this ship specifically for people to get lost on.\n\nTy keeps telling me not to worry about it. He keeps reminding me that nobody’s first run goes smoothly. Told me yesterday that “the only way you learn is by living.” This would all be super overwhelming if he wasn’t here. Not to say it’s not nice to talk to you about these things too, but by the time the message reaches you and you have the time to respond, sometimes the moment’s passed. \n\nHeard the Captain and his sister arguing again last night. I’m not sure if they realize how loud they are or maybe they don’t care. Had to crank up the volume on my mobi to drown them out, but then I got worried I’d miss a call to get to the turret, so I turned it back down. Still not sleeping very well. Every little bump wakes me up, then it takes forever to get back to sleep. \n\nAt least I’m making some creds and gaining some experience. Once I get paid, I’ll send a portion to Mom. Maybe now that both of us are working things will be a bit easier for her. Oh, did you ever find out how much experience deckhands need on your ship? How great would that be to work this same ship. Sure Mom would love it too. Both her boys, exploring the stars together. Just like she always dreamed. \n\nCrap … gotta run. Talk again soon, brother. \n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_03_SubTitle=Freund Family Fuel Employee Datapad - Simon Totland
- JournalEntry_CrewMember_03_Title=S. Totland - Recovered Comm
- JournalEntry_CrewMember_04_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Jameis Freund\nFrom: Ty Moyo\nRE: Ship Evaluation\n\nHey, Jameis. \n\nSo, I did what you asked. I’ve done a full assessment of the ship in its current state and come to a ballpark value. It … well, there’s a lot more work to be done around here than I first thought. I added about half a dozen other fixes to my punch list today... you know what, we should probably talk about this in person. That way I can explain how I got to my total. Fair warning, I don’t think you’ll be thrilled with the news.\n\nI know you told me to hold off on repairs for the time being, but I noticed something today that’s a little worrying. The power plant’s having power spikes under normal operations. Could be a busted regulator or something, but it’s best not to strain the system until I figure out what’s going on. Might have to do with those repairs I did to the shield genny the other day. Won’t know until I run a full diagnostic.\n\nAlso, I tweaked a few things on the turret for the kid. He wouldn’t stop complaining about how slow and unresponsive it was, so I made a few minor adjustments just to keep him quiet about it. Kid’s eager, and works his tail off, but he’s as green as they come. \n\nOne last thing, I’ve been thinking about your last message, taking Avivar’s buyout seems like the best plan. Know your Dad wouldn’t be happy about it, but he’d understand. \n\nOh, and tell your sister before you go through with it. She definitely won’t like it, but you owe her that much. \n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_04_SubTitle=Freund Family Fuel Employee Datapad - Ty Moyo
- JournalEntry_CrewMember_04_Title=T. Moyo - Recovered Comm
- JournalEntry_CrewMember_05_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Matias Devi\nFrom: Patricia Sarafian\nSubject: Status Report\n\nHi, Mr. Devi, it’s Patricia with my weekly check-in. This has been a good week for Avivar in the Stanton System. I closed that contract I was telling you about last week. Had to cut them a deal, but like you say, once they experience Avivar’s amazing service, we’ve got ‘em for good. That gives us three in the system. A few more clients like this and we’ll be turning a profit in no time. \n\nIn other good news, I’ve been able to convince a local fuel concern, Freund Family Fuel, to meet with me about a possible buyout. They’ve been around for decades and have a number of primo contracts. I’ve drafted the offer so it allows them to operate under the Avivar name as long as they maintain our standards. Considering the state of their ship and employee records, it shouldn’t be hard to get rid of them following the first performance review. It’s their contracts that we really want. Not their aging Starfarer. Will let you know when I’m closing in on a deal so you can give it final approval. \n\nI know I’ve only been here a few months, but I see a lot of potential for Avivar in Stanton and have some big plans. Just give me the time and I’ll give you this system. \n\nI’ll be in touch next week. \n\n- Patricia \n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_05_SubTitle=Aviar Employee Datapad - Patricia Sarafian
- JournalEntry_CrewMember_05_Title=P. Sarafian - Recovered Comm
- JournalEntry_CrewMember_06_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Keyon Tyler\nFrom: Matias Devi\nSubject: Request\n\nMr. Tyler,\n\nOver the previous few months, I’ve been tracking the progress you and Patricia Sarafian have been making in the Stanton System on behalf of Avivar. I don’t have to tell you how important it is for the company that our expansion into the system succeeds. \n\nWith that in mind, I must say that I have my concerns over how Ms. Sarafian is handling the situation. One of my main problems in making an educated assessment is a lack of good information. Ms. Sarafian, despite a number of subtle and not to subtle requests, only submits her required weekly report for me to review. \n\nThat’s where I was hoping you could come in. For here forward, I need you to provide me with a day-by-day accounting of Avivar’s happenings in the system without informing Ms. Sarafian that you are doing so. I reviewed your personnel file and see that you have been an excellent Avivar employee over the years. Since you have been so good to us, you can expect Avivar to be good to you for your assistance and discretion in this matter. \n\n- MD \n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_06_SubTitle=Aviar Employee Datapad - Keyon Tyler
- JournalEntry_CrewMember_06_Title= K. Tyler - Recovered Comm
- JournalEntry_CrewMember_07_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Christina Clark\nFrom: Adena Freund\nSubject: Guess what?\n\nChristina … I know it’s you, and I have the dates to prove it. Bet you think it was so slick of you to sell info on our operations to Avivar. Don’t think I’m going to let you get away with it either. You best watch your back, because one day you’ll turn around and see me standing there. Then you’ll have to answer for what you did to me and my family. \n \nConsider this comm a courtesy. Stop shelling out info on us to Avivar, and get out of Stanton as fast as you can. ‘Cause if we ever cross paths, it won’t end well for you. \n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_07_SubTitle=Aviar Employee Datapad - Christina Clark
- JournalEntry_CrewMember_07_Title=C. Clark - Recovered Comm
- JournalEntry_CrewMember_08_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Summer Davis\nFrom: Galen Walsh\nRE: 3rd Draft Revisions \n\nSummer, I think I figured it out. I was just on the bridge for the last few hours, bored outta my mind, and it hit me like a lightning bolt. Had to sneak away so I could get this idea to you before I forgot it. \n\nWhat if, at the end of the party scene, we reveal the ship has a smuggler’s compartment that Hector didn’t know about. So he’s had the magical relic on board the entire time. That’s why the pirates don’t want to damage the ship and destroy what’s onboard. \n\nPlus, it gives ‘em a reason to board the ship and take him hostage instead of blowing him out of the sky. Then we can keep that scene we love where he’s locked in that cell and ...\n\nI gotta run. Cap keeps yelling for me over comm. But you get the idea, right? Roll that around in your mind for a bit, and I’ll call you the second Cap gets off my back. \n\n//**TRANSCRIPTION_END**//
- JournalEntry_CrewMember_08_SubTitle=Aviar Employee Datapad - Galen Walsh
- JournalEntry_CrewMember_08_Title=G. Walsh - Recovered Comm
- JournalEntry_Starfarer1_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:54:24 [CAP. JAMEIS FREUND] Adena, sending you coordinates. Make sure we quantum in just shy so we can run some scans and approach cautiously.\n\n16:54:36 [PILOT ADENA FREUND] That’s the middle of nowhere. What are we looking for?\n\n16:54:41 [CAP. JAMEIS FREUND] Just get us there. Then I’ll explain everything. \n\n16:54:45 [PILOT ADENA FREUND] Jeez, fine. Don’t need to bite my head off. Just thought it might be good to for the pilot to know what we’re getting into. \n\n16:54:55 [PILOT ADENA FREUND] Quantum complete.\n\n16:55:14 [CAP. JAMEIS FREUND] Proceed to the coordinates while I run some scans. \n\n16:55:19 [PILOT ADENA FREUND] Enough with the all the mystery, J. You finally gonna tell me what this is all about?\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH ‘AVIVAR ALLIANCE’ REG-TAG] \n\n16:55:25 [PILOT ADENA FREUND] The hell are they doing here? Kid, you in the turret? We got some unwanted company up ahead.\n\n16:55:27 [GUNNER SIMON TOTLAND] In position and tracking the ship. \n\n16:55:30 [CAP. JAMEIS FREUND] Everyone, calm down. We’re here to meet them. \n\n16:55:34 [PILOT ADENA FREUND] The hell you talking about, Jameis? Why are we meeting the buggers that’ve been stealing our clients?\n\n16:55:40 [CAP. JAMEIS FREUND] They just want to talk about ....\n\n16:55:41 [PILOT ADENA FREUND] This is why you wouldn’t tell me where we’re going. We got nothing to say to these scumbags.\n\n16:55:45 [MECHANIC TY MOYO] (unintelligible) from the power plant. \n\n16:55:48 [CAP. JAMEIS FREUND] Hey, Ty. You dropped out at the start there. Can you repeat?\n\n16:55:51 [PILOT ADENA FREUND] Avivar’s done nothing but attack our business since they showed up in system. For all we know they’re here to finally wipe us out, pushing shields to max.\n\n16:55:54 [CAP. JAMEIS FREUND] Adena, wait. Ty, can you repeat what you just said?\n\n16:55:55 [POWER TO SHIELDS INCREASED]\n\n16:55:58 [POWER PLANT WARNING — OVERHEAT CRITICAL DAMAGE]\n\n16:55:59 [EMERGENCY SIRENS TRIGGERED]\n\n16:56:00 [GUNNER SIMON TOTLAND] We’re under attack! Opening fire! \n\n16:56:03 [CAP. JAMEIS FREUND] Hold your fire. \n\n16:56:04 [PILOT ADENA FREUND] I’ve got —\n//**TRANSCRIPTION_END**//
- JournalEntry_Starfarer1_Blackbox_SubTitle=Ship RegTag #SC4V-L8212R / Freund Family Fuel
- JournalEntry_Starfarer1_Blackbox_Title=Emergency Flight Data (EDR-7D093)
- JournalEntry_Starfarer2_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:52:39 [GUNNER CHRISTINA CLARK] We’ve been sitting here for almost two hours. What’s going on Cap? \n\n16:52:44 [CAPTAIN PATRICIA SARAFIAN] Shouldn’t be much longer.\n\n16:52:50 [GUNNER CHRISTINA CLARK] Uh huh.\n\n16:55:03 [SCANNER DETECTS OBJECT IN DISTANCE]\n\n16:55:05 [CAPTAIN PATRICIA SARAFIAN] Scans just picked up something. You see it, Keyon? Swing us in that direction while I focus in.\n\n16:55:08 [PILOT KEYON TYLER] I’m on it. \n\n16:55:13 [PILOT KEYON TYLER] Walsh, where’d you disappear to? Need you at the shield station, pronto.\n\n16:55:19 [MISC CREW GALEN WALSH] On my way. Something I ate last night didn’t quite agree with me.\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH ‘FREUND FAMILY FUEL’ REG-TAG]\n\n16:55:24 [CAPTAIN PATRICIA SARAFIAN] This is them. Kill all non-essential chatter. Bring us in good and close. \n\n16:55:28 [PILOT KEYON TYLER] Copy that.\n\n16:55:30 [GUNNER CHRISTINA CLARK] Hey, am I reading these scans right? Is that Freund Family Fuel?\n\n16:55:34 [CAPTAIN PATRICIA SARAFIAN] I said cut the chatter. \n\n16:55:37 [GUNNER CHRISTINA CLARK] What are they doing here?\n\n16:55:42 [CAPTAIN PATRICIA SARAFIAN] That’s not your concern. \n\n16:55:45 [GUNNER CHRISTINA CLARK] But Cap--\n\n16:55:46 [CAPTAIN PATRICIA SARAFIAN] I said don’t worry about it. \n\n16:55:54 [CAPTAIN PATRICIA SARAFIAN] Walsh? I need you here now!\n\n16:55:57 [MISC CREW GALEN WALSH] Almost there …\n\n16:55:58 [SCANS PICK UP SUDDEN INCREASED HEAT SIGNATURE FROM STARFARER WITH ‘FREUND FAMILY FUEL’ REG-TAG]\n\n16:55:59 [PILOT KEYON TYLER] Woah … anyone else catch that sig spike? What the … incoming fire! \n\n16:56:00 [GUNNER CHRISTINA CLARK] I knew this was a trap. Giving ‘em everything I got. \n\n16:56:02 [CAPTAIN PATRICIA SARAFIAN] Walsh … \n\n16:56:03 [PILOT KEYON TYLER] We’re too close --\n\n16:56:04 [FRONT SHIELD DEPLETED] \n\n //**TRANSCRIPTION_END**//
- JournalEntry_Starfarer2_Blackbox_SubTitle=Ship RegTag #ST3L-309T0U / Aviar
- JournalEntry_Starfarer2_Blackbox_Title=Emergency Flight Data (EDR-163F3)
- JurisdictionJournals_ArcCorp_BodyText=UEE JURISDICTION NOTIFICATION\n** ARCCORP **\n\nWhile traveling within ARCCORP governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
- JurisdictionJournals_ArcCorp_SubHeading=ArcCorp
- JurisdictionJournals_ArcCorp_Title=Jurisdiction: ArcCorp
- JurisdictionJournals_CrusaderIndustries_SubHeading=Crusader Industries
- JurisdictionJournals_CrusaderIndustries_Title=Jurisdiction: Crusader Industries
- JurisdictionJournals_CrusadrIndustries_BodyText=UEE JURISDICTION NOTIFICATION\n** CRUSADER INDUSTRIES **\n\nWhile traveling within CRUSADER INDUSTRIES governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are fineable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
- JurisdictionJournals_GrimHex_BodyText=Welcome to Green Imperial HEX.\n\n** NO JURISDICTIONAL INFORMATION AVAILABLE **\n\n** MONITORING OFFLINE **\n\n** ENTER AT OWN RISK **
- JurisdictionJournals_GrimHex_SubHeading=Green Imperial HEX
- JurisdictionJournals_GrimHex_Title=Jurisdiction: Green Imperial
- JurisdictionJournals_HurstonDynamics_BodyText=UEE JURISDICTION NOTIFICATION\n** HURSTON DYNAMICS **\n\nWhile traveling within HURSTON DYNAMICS governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
- JurisdictionJournals_HurstonDynamics_SubHeading=Hurston Dynamics
- JurisdictionJournals_HurstonDynamics_Title=Jurisdiction: Hurston Dynamics
- JurisdictionJournals_Microtech_BodyText=UEE JURISDICTION NOTIFICATION\n** MICROTECH **\n\nWhile traveling within MICROTECH governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
- JurisdictionJournals_Microtech_SubHeading=Microtech
- JurisdictionJournals_Microtech_Title=Jurisdiction: Microtech
- JurisdictionJournals_PeoplesAlliance_BodyText=JURISDICTION NOTIFICATION\n** PEOPLE'S ALLIANCE **\n\nWe, the People’s Alliance of Levski, are dedicated to the creation and continual development of a truly egalitarian community, where all sentients may feel safe and free to express ideas while supporting each other towards the communal goal of enlightened self-sufficiency.\n\nVisitors are expected to respect our beliefs and are encouraged to adopt them into their own life after they’ve gone.\n\nAll visitors should:\n- Never denigrate another’s views or ideas. We are all entitled to our own beliefs.\n- Not attempt to profit from, exploit or instigate plans to deprive anyone of their goods or health.\n- Not pursue a UEE agenda while within our community.\n- Agree to resolve conflicts in a nonviolent manner.\n- Agree to spend time (no matter how little) thinking about what you have done today to make the universe a better place.\n- Even if you disagree with us, you will respect our right to life.\n\nAdditionally, any person found engaging in the following infractions will be met with fair but swift justice. If you seek further understanding and guidance, we have included an appendix below for your enlightenment.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered to be the most serious of crimes.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions that require monetary restitution.\n\n~law(misdemeanors|details)
- JurisdictionJournals_PeoplesAlliance_SubHeading=People's Alliance
- JurisdictionJournals_PeoplesAlliance_Title=Jurisdiction: People's Alliance
- JurisdictionJournals_UEE_BodyText=JURISDICTION NOTIFICATION\n** UNITED EMPIRE OF EARTH **\n\nWhile traveling within UNITED EMPIRE OF EARTH (UEE) governed space, be mindful that you are subject to all UEE laws and if you violate them, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nUEE Military and Advocacy Agents can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n
- JurisdictionJournals_UEE_SubHeading=UEE
- JurisdictionJournals_UEE_Title=Jurisdiction: UEE
- Jurisdictions_Name_001=UEE
- Jurisdictions_Name_002=Crusader Industries
- Jurisdictions_Name_003=Hurston Dynamics
- Jurisdictions_Name_004=ArcCorp
- Jurisdictions_Name_005=microTech
- Jurisdictions_Name_006=Green Imperial
- Jurisdictions_Name_007=People's Alliance
- kareahsweep_combatpay_0001=In addition to the standard contract payment, there will be a bonus issued for each combatant you successfully neutralize.
- kareahsweep_combatpay_0002=Unfortunately, we've been unable to determine the size of the force you'll be up against, but will issue you Hazard Pay for each hostile you manage to deal with successfully.
- kareahsweep_combatpay_0003=I've also been cleared to issue Hazard Pay that scales for each outlaw you take care of.
- kareahsweep_combatpay_0004=And to preemptively answer your question, yes, in addition to the normal flat fee there will be Hazard Pay issued for each hostile you clear from the site.
- kareahsweep_desc=~mission(Description)
- kareahsweep_desc_0001=We just received word that ~mission(Location) has been breached by an unknown number of ~mission(Client). Although it's unclear what exactly they're hoping to accomplish, I am pretty darn certain it's nothing good.\n\nSince we can't really have a bunch of hoods running around our unopened security station, Crusader is forming a combat response team ASAP. Grab whatever gear you'll need and head over to ~mission(Location) on the double. ~mission(CombatPay)And please, try to be safe!\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- kareahsweep_desc_0002=The security system on ~mission(Location) was just tripped by intruders identified as members of the ~mission(Client). Let me tell you from personal experience, these are some serious, no-good low-lifes. As you can imagine, ~mission(Contractor) is pretty eager to contract a team to head over and clear them out. ~mission(CombatPay)\n\nIf you're interested, hurry and grab whatever gear you'll need. It'd be great if we could settle this whole thing as quickly and safely as possible.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- kareahsweep_desc_0003=Members of a local criminal outfit, the ~mission(Client), were spotted breaking into one our stations. To deal with these dirtbag trespassers, a small team is being assembled to go in and clear them out of ~mission(Location). ~mission(CombatPay) \n\nNow, since we're in a rush, figured it couldn't hurt to cast a wide net to all contractors in the area, regardless of skill or track record. If you're available — and I'm assuming you are — hurry up and grab your equipment. Hate to think about the kind of damage these ~mission(Client) could be doing.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- kareahsweep_desc_0004=Moments ago, one of our offline stations was infilitrated by a crew believed to be part of the ~mission(Client). It's important that they're not allowed to carry out whatever criminal action they are planning. \n\nTo that end, we're assembling a squad of armed and trained operators to secure and eliminate any criminal elements present at ~mission(Location). ~mission(CombatPay)Contractors are expected to provide their own transportation and weapons. They are also expected to be able to look after themselves. Please do us all a favor and don't take this job if you can't handle it.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- kareahsweep_from=~mission(Contractor)
- kareahsweep_Kill_Counter_UI=Hostiles Remaining %ls
- kareahsweep_obj_long_01=Travel and gain access to the infilitrated site.
- kareahsweep_obj_long_02=Clear site of hostiles.
- kareahsweep_obj_long_03=Combat and eliminate hostiles to collect Hazard Pay.
- kareahsweep_obj_marker_00=Go to Kareah
- kareahsweep_obj_marker_01=Infilitrated Site
- kareahsweep_obj_marker_02=Hostile
- kareahsweep_obj_short_01=Access Infiltrated Site
- kareahsweep_obj_short_02=~mission(AI_Remaining) hostiles remaining
- kareahsweep_obj_short_03=Hazard Pay Bonus
- kareahsweep_title=~mission(Title)
- kareahsweep_title_0001=Trespassers Detected at ~mission(Location)
- kareahsweep_title_0002=Security Post Breached
- kareahsweep_title_0003=~mission(Location) Infiltrated
- kareahsweep_title_0004=Break In At ~mission(Location)
- kiosk_AdditionsLabel=Total Received:
- kiosk_AmountMax=MAX
- kiosk_AmountMin=1
- kiosk_AmountMinus=-
- kiosk_AmountPlus=+
- kiosk_AttractTitle=Shopping Console
- kiosk_Back=Back
- kiosk_BrowseShop=Browse Shop
- kiosk_Buy=Buy
- kiosk_BuyToEquip=Buy To Equip
- kiosk_Cancel=Cancel
- kiosk_ChangeItemPort=Change Item Port:
- kiosk_Compare=Compare
- kiosk_Confirm=Confirm Purchase
- kiosk_Congratulations=Congratulations!
- kiosk_CurrentBalance=Current Balance:
- kiosk_CurrentBalanceLabel=Current Balance:
- kiosk_EmptyText=Select an item from the left to view its details
- kiosk_equippingto=You are equipping to:
- kiosk_EquipPlayerItemMessage=After purchasing, you may equip these items through the Equipment Manager app in your mobiGlas.
- kiosk_EquipToItemPort=Equip to Item Port:
- kiosk_EquipVehicleItemMessage=After purchasing, you may equip these items through the Vehicle Manager app in your mobiGlas.
- kiosk_InsufficientFunds=Insufficient Funds
- kiosk_ItemWillReplace=Item will replace the equipped:
- kiosk_LabelLoadout=Loadout:
- kiosk_LabelPort=Item Port:
- kiosk_LabelShip=Ship:
- kiosk_NewBalance=New Balance:
- kiosk_NewBalanceLabel=New Balance:
- kiosk_PleaseConfirm=Please Confirm
- kiosk_PleaseWait=Please Wait
- kiosk_ProcessingPurchase=Processing Purchase
- kiosk_PurchaseShip=Purchase Ship
- kiosk_PurchaseSuccessful=Purchase Successful
- kiosk_PurchaseUnsuccessful=Purchase Unsuccessful
- kiosk_SelectItemPort=Select Item Port
- kiosk_SelectLoadout=Select Loadout
- kiosk_SelectQuantity=Select Quantity:
- kiosk_SelectShip=Select Ship
- kiosk_Sell=Sell
- kiosk_SellEquippedFor=Sell equipped for:
- kiosk_ShipPurchase=Ship Purchase
- kiosk_ShipPurchased=Ship Purchased
- kiosk_SizeLabel=Size:
- kiosk_StockIn=In Stock
- kiosk_StockOut=Out Of Stock
- kiosk_StoreAsCargo=Store as cargo:
- kiosk_StoreEquippedTo=Store equipped to:
- kiosk_StoreInGlobalInventory=Store in Global Inventory
- kiosk_SubtractionsLabel=Total Sale Price:
- kiosk_TouchStart=Touch Screen\nTo Start
- kiosk_TransactionComplete=Transaction Complete
- kiosk_TransactionFailed=Transaction Failed
- kiosk_TravelerStrapline=Get out there today
- kiosk_ui_Durability=Durability
- kiosk_ui_Performance=Performance
- kiosk_ui_Stealth=Stealth
- kiosk_VantageStrapline=A New Way To Look At Flying
- kiosk_WelcomeTo=Welcome To
- landing_pad_01=Pad 01
- landing_pad_02=Pad 02
- landing_pad_03=Pad 03
- landing_pad_04=Pad 04
- landing_pad_05=Pad 05
- landing_pad_06=Pad 06
- landing_pad_07=Pad 07
- landing_pad_08=Pad 08
- landing_pad_09=Pad 09
- landing_pad_10=Pad 10
- landing_pad_11=Pad 11
- landing_pad_12=Pad 12
- landing_pad_13=Pad 13
- landing_pad_14=Pad 14
- landing_pad_15=Pad 15
- landing_pad_16=Pad 16
- LandingPad_A00=A00
- LandingPad_A01=A01
- LandingPad_A02=A02
- LandingPad_A03=A03
- LandingPad_A04=A04
- LandingPad_A05=A05
- LandingPad_A06=A06
- LandingPad_A07=A07
- LandingPad_A08=A08
- LandingPad_A09=A09
- LandingPad_A10=A10
- LandingPad_B00=B00
- LandingPad_B01=B01
- LandingPad_B02=B02
- LandingPad_B03=B03
- LandingPad_B04=B04
- LandingPad_B05=B05
- LandingPad_B06=B06
- LandingPad_B07=B07
- LandingPad_B08=B08
- LandingPad_B09=B09
- LandingPad_B10=B10
- LandingPad_C00=C00
- LandingPad_C01=C01
- LandingPad_C02=C02
- LandingPad_C03=C03
- LandingPad_C04=C04
- LandingPad_C05=C05
- LandingPad_C06=C06
- LandingPad_C07=C07
- LandingPad_C08=C08
- LandingPad_C09=C09
- LandingPad_C10=C10
- LandingPad_D00=D00
- LandingPad_D01=D01
- LandingPad_D02=D02
- LandingPad_D03=D03
- LandingPad_D04=D04
- LandingPad_D05=D05
- LandingPad_D06=D06
- LandingPad_D07=D07
- LandingPad_D08=D08
- LandingPad_D09=D09
- LandingPad_D10=D10
- LandingPad_Generic=Landing Pad
- Levski_Shop_Teach=Teach's Ship Shop
- LingFamily_Danger_001=Also, some of the family has run into trouble doing similar contracts recently. I would be extra careful. You know it's dangerous when cousin Maggi even says it.
- LingFamily_Danger_002=Also, a word of caution. I've got several reports highlighting this particular stretch as potentially dangerous. I don't think anything will happen, but just be ready in case trouble shows up.
- LingFamily_Danger_003=One more thing. I don't want to raise a false alarm, but there's a small chance that this contract may wind up being riskier than usual. Nothing concrete, but I've got a contact in Crusader Security who gave me a heads up. Should be fine, but be careful.
- LingFamily_Danger_004=And I probably don't have to say this, but Crusader's been having some security issues lately. It's not as safe as it once was, especially where you'll be going for this job. Be smart out there and stay safe.
- LingFamily_delivery_desc_0001=Hi,\n\n~mission(Contractor|Reaction)Got another delivery for you. ~mission(Contractor|Family)\n\nThe shipment is waiting for pick up at ~mission(Location|Address) to be dropped off at ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
- LingFamily_delivery_desc_0002=Hey,\n\n~mission(Contractor|Reaction)We need you to run a shipment for us. \n\n~mission(Contractor|Family)The delivery is over at ~mission(Location|Address) and is scheduled to be taken to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger) \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
- LingFamily_delivery_desc_0003=~mission(Contractor|Reaction)Got an upcoming delivery scheduled that could use you.\n\n~mission(Contractor|Family)The shipment is heading from ~mission(Location|Address) over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
- LingFamily_delivery_desc_0004=Hello,\n\nConni normally does these so you'll have to bear with me. Still trying to wrap my head around the system she set up. Believe it or not, I used to handle all of this myself! Thank heavens for Conni though. She's so good at all this stuff. \n\nAnyway, if I'm reading the invoice correctly, the shipment is at ~mission(Location|Address) and needs to be hauled over to ~mission(Destination|Address). Simple enough. \n\nGood luck out there. Make the Ling family proud!\n\n-Davi Ling\nProprietor \nLing Family Hauling
- LingFamily_delivery_desc_intro=Have you always been interested in trying your hand at being a delivery pilot but didn't know where to start? \nAre you sick of being taken advantage of by the large faceless shipping conglomerates? \nDo you want to further your career by gaining on-the-job experience with a top-reviewed family own company? \n\nIf you answered yes to any of these questions, then Ling Family Hauling may be right for you. \n\n----------------------------------\n\nHi,\n\nI'm Davi Ling, proud owner and proprietor of Ling Family Hauling. For the past three years, my family has been making a name for ourselves delivering packages and hauling shipments in the greater Crusader area. But now we need your help. \n\nTo keep up with our growing list of clients, we've been seeking additional pilots to help our family to keep expanding. Right now, we have a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). The perfect opportunity for a new pilot. No prior experience necessary. Whether this is your first time flying a route, or your thousandth, all we ask is that you work hard and try your best. That's the Ling Family way.\n\nSincerely,\nDavi Ling\nProprietor\nLing Family Hauling
- LingFamily_delivery_title_001=Ling Shipment Delivery
- LingFamily_delivery_title_intro=Job Opportunity with Ling Hauling
- LingFamily_Family_001=My brother, Ricki, was supposed to handle this job but unfortunately his cooler blew. He's getting it fixed, but in the meanwhile we're hoping you can step in.
- LingFamily_Family_002=My brother, Ricki, was supposed to handle this job but his power plant's been having issues. He's getting it fixed, it'd be great if you can take this one.
- LingFamily_Family_003=My brother, Ricki, was scheduled to handle this, but the quantum drive on his Lancer decided to stop working today. It's being repaired, but in the meanwhile we're hoping you can handle it.
- LingFamily_Family_004=My brother, Ricki, is down for the count today owing to his life support system being on its last breath. He's getting it fixed, but in the meanwhile we're hoping you can fill in.
- LingFamily_Family_005=Ricki got caught up on the opposite side of Stanton doing a long haul, so we need someone else to handle this job.
- LingFamily_Family_006=I originally had Ricki slated for this, but a leaky fuel line means he's not going to get back in time. Hopefully, you're available.
- LingFamily_Family_007=Fabian, my cousin, commed in sick again. Guess his suit actuator failed while he was doing a drop on Yela and he caught a cold. So we need someone to pick up the slack today.
- LingFamily_Family_008=Got a last minute comm from my cousin Fabian that he isn't feeling well again. Seems he picked up a stomach bug from a bad burrito and can't fly. Would be great if you could cover for him.
- LingFamily_Family_009=Hoping that you'll be able to fill in for my cousin Fabian. Not sure exactly what happened, but seems like his arm is on the fritz and he can't fly till he sees a cybernetician. You'll definitely be helping us out if you're available.
- LingFamily_Family_010=You ever hear of Dolphin Tongue? Well, my cousin Fabian woke up with it. Half his face is swollen to the size of burstmelon. Would you be free to take over for him today?
- LingFamily_Family_011=My cousin Maggi had some trouble with the Nine Tails and is filing a report with Crusader right now. Of course, that could wind up taking all afternoon so I need someone to handle this job for her.
- LingFamily_Family_012=I thought that my cousin Maggi was going to be able to do this one, but she has to chase down a missing order. Hoping that it wasn't stolen. Either way, she's going to be tied up for a while.
- LingFamily_Family_013=Fabian caught a stomach bug and now the rest of the family seems to have got it. To be honest, I'm not feeling so great, but I'm hanging in for now. Since they're all busy making their own "deliveries" until the medicine kicks in, I was thinking you might be able to take care of this job.
- LingFamily_Family_014=A bunch of the family headed over to New Babbage for the day to celebrate another cousin's birthday. And guess who didn't get to go? Anyway, still plenty of work around here that needs doing.
- LingFamily_Reaction_Bad_001=Rough time on that last contract, huh? It happens. Important thing is not focus on it too much, and get back out there -
- LingFamily_Reaction_Bad_002=Hard to say exactly where you went wrong on that last contract, but it wasn't pretty. Let's do better this time, Okay?
- LingFamily_Reaction_BadStreak_001=After that last contract, how many screw ups was that? You know what? I don't want to scold you like you're some kid. I'm just gonna say do better and leave it at that.
- LingFamily_Reaction_BadStreak_002=Seems like you've been having a really hard time getting through these contracts. Last few jobs we've thrown you're way haven't exactly gone as planned. We're not a big company so these setbacks really hurt our bottom line. You're just going to have to do better, okay? Having said that...
- LingFamily_Reaction_BadToGood_001=Guess you're a diamond in the rough, after all. Had a bet going with my sister Linda that you would screw up that last contract. Now I have to make her dinner, but hey, it's better than having to clean up your mess again. Anyway...
- LingFamily_Reaction_BadToGood_002=Way to turn it around. I was getting worried about you, but that last contract showed you got potential. We'll have to see if you can keep it up...
- LingFamily_Reaction_Good_001=You did good on that last contract. Nice stuff.
- LingFamily_Reaction_Good_002=Real quick, wanted to mention the last contract you did. Saw that it went well. Good work. That said...
- LingFamily_Reaction_GoodStreak_001=Got to say, you've really been killing it out there. Even Davi's been impressed and he's been doing this for decades. Anyway...
- LingFamily_Reaction_GoodStreak_002=I'm starting to think we got pretty lucky finding you. You've been giving Ling Family Hauling a good name out there with all the recent work you've been doing for us. Speaking of...
- LingFamily_Reaction_GoodToBad_001=That last contract got away from you or what? Don't worry though. Screwing up every once in a while is what being part of the Ling Family is all about. (Don't tell them I said that.)
- LingFamily_Reaction_GoodToBad_002=Tough break on that last job. Can't be perfect all the time, I guess. Unless your my sister Linda. But let's not talk about her right now...
- LingFamily_Reaction_LastWarning_001=So far, I think as a whole, Ling Family Hauling has been more than fair with you. But this contract is the end. Either you get it right, or we're done working with you. That simple. That said...
- LingFamily_Reaction_LastWarning_002=Listen, this contract here? This is your last chance. We can't afford to risk any more business on you unless you find a way to turn things around. That said...
- LingFamily_Reaction_Renew_001=Okay. So, I'm gonna tell you straight. If it had been up to me, we would have burned your contact, but dad seems to think you deserve another chance, so here we are...
- LingFamily_Reaction_Renew_002=Here's what's happening. We had a family meeting and decided that maybe you deserve another chance. I hope you make the most of it. That said...
- LingFamily_Timed_001=Unfortunately, we're on a bit of a tight schedule with this one. Need it taken care of ASAP.
- LingFamily_Timed_002=Be sure to keep in mind that this job has a firm deadline. Not much wiggle room.
- LingFamily_Timed_003=Make sure to keep an eye on clock when you're out there. Don't want you missing the deadline.
- LingFamily_Timed_004=Make sure to be mindful of the time while you're working. Our business depends on us being punctual.
- loadout_equipped=EQUIPPED
- loadout_loadout_title=LOADOUT SELECTOR
- loadout_nodata=SOFTWARE UPGRADE REQUIRED
- loadout_nodata2=UNAVAILABLE
- loadout_save=EXIT
- loadout_voice_title=VOICE SELECTOR
- LOC_BADSTRING=<= BAD STRING =>
- LOC_BADTOKEN=<= BAD TOKEN =>
- LOC_DEBUG=<= DEBUG =>
- loc_decimal_separator=.
- LOC_EMPTY=
- LOC_INVALID=
- LOC_NOINNERTHOUGHT=<= INTENTIONALLY DO NOT SHOW INNER THOUGHT FOR THIS INTERACTION =>
- loc_number_separator=,
- LOC_PLACEHOLDER=<= PLACEHOLDER =>
- loc_testDesc=< = TEST DESC = >
- LOC_TESTJOURNALPARSING=Your name is [~playername()], your bedroom is [~bedroom()], and a landing pad number is [~padnumber()], test extended manager: [~action(spaceship_view|v_view_freelook_mode)]
- loc_testName=< = TEST NAME = >
- LOC_UNINITIALIZED=<= UNINITIALIZED =>
- Lorville_Destination_Central_Business_District=Central Business District
- Lorville_Destination_City_Gates_01=City Gates 01
- Lorville_Destination_City_Gates_02=City Gates 02
- Lorville_Destination_City_Gates_03=City Gates 03
- Lorville_Destination_City_Gates_04=City Gates 04
- Lorville_Destination_City_Gates_05=City Gates 05
- Lorville_Destination_City_Gates_06=City Gates 06
- Lorville_Destination_Floor01=Floor 01
- Lorville_Destination_Floor02=Floor 02
- Lorville_Destination_Floor03=Floor 03
- Lorville_Destination_Floor04=Floor 04
- Lorville_Destination_Floor05=Floor 05
- Lorville_Destination_Floor06=Floor 06
- Lorville_Destination_Floor07=Floor 07
- Lorville_Destination_Floor08=Floor 08
- Lorville_Destination_Floor09=Floor 09
- Lorville_Destination_Floor10=Floor 10
- Lorville_Destination_Ground_Floor=Ground Floor
- Lorville_Destination_Leavsden_Station=Leavsden Station
- Lorville_Destination_Metro_Center=Metro Center
- Lorville_Destination_Teasa_Spaceport=Teasa Spaceport
- Magnus=Magnus System
- Magnus_Desc=The shipyards of Magnus system used to be one of the iconic locations of the Empire. When the Navy moved operations to Kilian System, the system's economy was unable to recover. The resulting decades of economic downturn and criminal activity is only now being slowly reversed in large part due to the ship manufacturer Drake Interplanetary establishing their corporate headquarters here.
- Magnus_JumpPoint_Ellis=Magnus - Ellis Jump Point
- Magnus_JumpPoint_Ellis_Desc=This jump point connects Magnus to the Ellis system.
- Magnus_JumpPoint_Stanton=Magnus - Stanton Jump Point
- Magnus_JumpPoint_Stanton_Desc=This jump point connects Magnus to the Stanton system.
- Magnus_JumpPoint_Terra=Magnus - Terra Jump Point
- Magnus_JumpPoint_Terra_Desc=This jump point connects Magnus to the Terra system.
- Magnus_Star=Magnus
- Magnus_Star_Desc=A class-K main sequence star.
- Magnus1=Magnus I
- Magnus1_Desc=A small rocky planet with no atmosphere. Some astrogeologists speculate that Magnus I was formerly a Hot Jupiter that migrated to this orbit before having its atmosphere stripped away by the star.
- Magnus2=Borea
- Magnus2_Desc=The former home to the UEE's shipbuilding facilities until they moved to Kilian, Borea suffered an economic depression for decades. Things have recently begun to improve with ship manufacturer Drake Interplanetary's decision to be headquartered on the planet.
- Magnus3=Magnus III
- Magnus3_Desc=Classified as a Super Jupiter, Magnus III is a large multi-colored gas giant situated on the outskirts of the system.
- Magnus4=Triggerfish
- Magnus4_Desc=The fourth planet of the Magnus system, Triggerfish is rumored to be home to a secret, lost UEE Navy vault that has yet to be re-discovered. Landing on the planet is difficult due to its lush jungle cover.
- manufacturer_Desc987=Known for their more aggressive urban styling. Asymmetrical. Bold graphic prints.
- manufacturer_DescABIN=Purveyor of high-end hangar decorations.
- manufacturer_DescACAS=Corp focusing on the structural (non-combat) aspects of the ship. Builds sleek, elegant but powerful power plants.
- manufacturer_DescACDO=Responsible for building the CommRelay infrastructure around the UEE, Aciedo also developed the technology to allow for system to system communications.
- manufacturer_DescACOM=In racing circles, the term ACOM has come to have two meanings. The first is an abbreviation of the phrase ‘a commanding lead’ – meaning to pull so far ahead that the rest of the pack doesn’t stand a chance of catching up. The second is a more recent usage in that it refers to the start-up manufacturing company who took the phrase as their epithet. ACOM focuses on creating ship components that handle as much power as possible as quickly as possible in order to give pilots the all-important extra edge during a race. Founded by the children of famed pit crew chief Garrit Bijarani, siblings Jayce and Zan took four generations of racing knowledge and gave it form in ACOM’s full line of power plants and coolers.
- manufacturer_DescAEGS=Aegis grew to prominence as a manufacturer of military spacecraft during the First Tevarin War. Favored by Ivar Messer, their orbital bombers grew to public prominence after his infamous victory on Idris IV and became synonymous with the ruthless Messer regime that followed. After the Fall of the Imperator, Aegis' contracts were stripped, their ships fell out of favor with the public, and the company went into a tailspin. They downsized their craft production and turned to manufacturing parts. However, time heals all wounds and today Aegis has risen once again to be a top military contractor of ships and components.
- manufacturer_DescALB=Reflect your rugged independence and attitude with Alejo Brothers gear.
- manufacturer_DescAMD=Renowned high-end electronics design and tuning company. The Mustang Omega was a collaboration between Consolidated Outland and AMD.
- manufacturer_DescAMRS=Formed early in the Messer era by recent veterans Marcelo Amon and Travis Reese, A&R Co. is one of the oldest energy weapon manufacturers in the UEE. Their designs have always been user focused and they have a well-earned reputation for dependability and ease of use, something the company claims derives from a dedication to field testing that well exceeds what other companies do.
- manufacturer_DescANVL=For civilians, Anvil Aerospace produces small fighting craft but with less of the pirate stigma. These ships are more expensive, less spit-and-glue, and built to take more hits than a comparable Drake model. The bulk of Anvil's income is from its military contracts with the UEE to design and build their warships, especially the iconic Hornet.
- manufacturer_DescAPAR=Apocalypse Arms produces aggressive, devastating weapons inspired by Messer-Era technology.
- manufacturer_DescARCC=This massive conglomerate owns one of the planets in the Stanton system, but got its start building fusion engines for industrial craft. They also have a division for terraforming that's diverged into more of a mining consortium.
- manufacturer_DescARGO=This commercial ship manufacturer focuses on building shuttles, transport vessels and utility vehicles that can be seen around the universe.
- manufacturer_DescARMA=[PH] ArmaMod Description
- manufacturer_DescASAS=Ascension Astro started off as a boutique specialty company; selling high-end, low IR thrusters to wealthy clients who wanted to fly their luxury ships while avoiding the eyes of greedy pirates. As good as their thrusters were at being low-sig, the effect was often ruined when the engines or shielding made by other manufacturers would be screaming the ship’s presence. Slowly, Ascension began expanding their line to include a whole suite of components that, when working in conjunction, would provide an extremely low profile and a safer journey.
- manufacturer_DescATK=A small boutique company that grew into an empire, A-Tek makes high-tech performance wear. Their soft-soled shoes are designed to be lightweight and flexible, primarily purpose is to give the wearer some tread.
- manufacturer_DescAVNG=Manufacturer of Graphene and graphene products. A subsidiary of Vance Superindustrial.
- manufacturer_DescBANU=[PH] Banu Description
- manufacturer_DescBASL=Defensive system manufacturer who produces shield systems, ship armor and personal armor for both the military and private sector.
- manufacturer_DescBEHR=The Behring Research Consortium was founded in 2554 on Terra as the end result of several years of buyouts and consolidation of dozens of small research and development firms by Behring Equity Investments. By having so many different research units focusing on a wide variety of developments, the Behring group hoped to increase the likelihood of expensive research resulting in a marketable product. Their history speaks for itself as the famed laboratory is accredited for the standardization of laser weaponry and dozens of other innovations. Today, Behring is still going strong with their technological forward products featuring straight forward and simple designs, making everything from guns, missiles, sentry drones, to shields and armor.
- manufacturer_DescBLTR=Makers of advanced computer and analytic systems, Blue Triangle prides itself on hiring only the best engineers and programmers, many of whom started their careers as black hat hackers.
- manufacturer_DescBRRA=(PLACEHOLDER) Broad & Rabiee
- manufacturer_DescCBA=Code Blue Apparel produces a wide variety of longwear professional uniforms and jumpsuits that focus on comfort and personality without sacrificing functionality.
- manufacturer_DescCBD=CBD. They're clothes. Either buy them or don't.
- manufacturer_DescCDS=Ground-combat defensive systems, covers a lot of commercial territory from personal armor to defense systems. Naming convention tend to be pretty straight-forward and logical.\n\nModels: PAB-4 (Personal Ablative/Ballistic Light Armor)\n\nQDB-12 QuiKCade (Quick Deployment Barricade)
- manufacturer_DescCHCO=A dedicated manufacturer of communication, radar and scan systems. They are the rugged go-to company for miners and explorers alike with their sturdy, well-tested and dependable products.
- manufacturer_DescCLDA=[PH] Caldera Description.
- manufacturer_DescCNOU=Founded by maverick trillionaire Silas Koerner, Consolidated Outland is an up-and-coming spacecraft concern, the first ever headquartered on a frontier world. Koerner, who made his sizable fortune in jump-communications, founded the company as an attempt to strike back at what he sees as the overly-regulated spacecraft industry. With facilities established as far from possible from the prying eyes of competing corporations, Outland is quickly becoming one to watch.
- manufacturer_DescCRLF=Makes medical packs for commercial purposes. Formed by a group of doctors, CureLife was the first company to offer heavy medical solutions to the general public.
- manufacturer_DescCTL=City Lights makes timeless, affordable fashion for the entire family.
- manufacturer_DescDMC=Still renowned for their denim, DMC has become so much more. From durable outerwear to rugged fashion, DMC knows that feeling good is just as important as looking good.
- manufacturer_DescDOOM=[PH] Extremely aggressive looking homemade armor meant to protect and intimidate. This kind of armor is not only expected to survive the apocalypse, but also dominate its aftermath.
- manufacturer_DescDRAK= Makes affordable, modular ships that have become the go-to manufacturer for anyone looking to get their first ship, but have become associated with criminal elements.
- manufacturer_DescDRN=With their muted colors and classic cuts, Derion has become the definition of high-end business wear for men and women.
- manufacturer_DescELD=Escar Limited takes comfortable casual wear to the next level through interesting textiles and exquisite craftsmanship.
- manufacturer_DescESPR=[PH] Needs Description.
- manufacturer_DescEVL=They can't define you. They can't tell you who you are. EvaLight and let your voice be heard.
- manufacturer_DescFFSY=[PH] Failed laser weapon manufacturer. Transformed into an engineering firm that came up with the weapon mount system that's almost uniformly used.
- manufacturer_DescFIO=A timeless elegance lends an ease of wear that defines each sophisticated piece in Fiore's signature collection.
- manufacturer_DescFSIN=While their batteries and semiconductors can be found powering a wide variety of products across the Empire, their new computer division has been much praised as Friskers looks to expand its operations in the 30th century.
- manufacturer_DescGATS=[PH] Gallenson Tactical Systems Description
- manufacturer_DescGMNI=Personal weapon manufacturer. Generally makes kinetic weapons, but has recently acquired Octa, a small energy weapon start-up. Weapons are named sequentially.
- manufacturer_DescGODI=When Humanity started being attacked by Vanduul, it was often those who lived in the border system who suffered the most. Believing that civilian defensive components were not up to facing this deadly enemy, Gorgon Defender Industries, founded by former inhabitants of Caliban, was established to take military strength products and deliver it the population at large so they could properly protect themselves. With the strength of their designs, Gorgon earned a reputation that soon caught the eye of the military.
- manufacturer_DescGRIN=[PH] There is NO blurb on the corporation matrix page about this manufacturer!
- manufacturer_DescGRNP=Seeking to stand out in the crowded field of manufacturers and to compete with the more developed “homeworlds,” the governments of four outer systems banded together to subsidize the creation of GNP, an entirely new kind of company that specialized in designing everything from full-range sensor suites to ship engines.
- manufacturer_DescGSB=[PH] GSB description
- manufacturer_DescGYS=[PH] Needs Description.
- manufacturer_DescHDGW=[PH] Hedeby Gunworks Description
- manufacturer_DescHDH= Very simply made clothing that is made for extreme environments. Takes inspiration from middle east and inuit designs.
- manufacturer_DescHRST=[PH] Hurston Dynamics Manufacturer placeholder info about company.
- manufacturer_DescHWK=When they say that shoes make the man, Hawksworth's are the shoes they are talking about. Formal, classic, and constructed to the same exacting standards that has made the Hawksworth brand the standard to beat.
- manufacturer_DescJOKR=[PH] Joker Engineering Description
- manufacturer_DescJSPN=J-Span does only one thing, but does it well. For over a century they have focused on producing quality coolers at a reasonable price. Half the time these days, when you pop the hull of a spacecraft, chances are you’re going to find a J-Span. Plus, their coolers can be found in more than just ships. They have a wide variety of sizes and shapes that can be found in everything from land transports, to computer systems, to refrigerator units. Appealing to the broader consumer market, their units might not have all the bells and whistles as some of the other manufacturer’s lines, but for the most part they avoid their quirks as well.
- manufacturer_DescJUST=Second only to RSI in terms of longevity in the space industry, Juno Starwerk was founded in the 24th century to build long haul freighters to support the rapid Human expansion into other star systems. Utilitarian above all us, these ships were designed to do one thing: haul as much weight as possible as cheaply as possible. While, over time, as competition increased, their share of the ship market shrank, their components had earned a reputation for dependability and ease of maintenance. Their direct sales of these components soon made up the majority of the companies income and in 2513, the ceased ship manufacture entirely to focus on supplying industrial strength components. In parts of the ’verse there are generations of mechanics who have passed knowledge and techniques for working on Juno power plants like family heirlooms. This long history also means that Juno parts and repairs are easy to come by.
- manufacturer_DescKBAR=[PH] KnightBridge Arms description
- manufacturer_DescKLWE=Formed in 2893, Klaus & Werner makes guns, and they make them well. This simple philosophy was the brainchild of Hector Klaus, a successful weapons inventor who believed above all else that simplicity of design would triumph in a combat situation.
- manufacturer_DescKRIG=Kruger Intergalactic started as a custom machined parts manufacturer on Borea in the Magnus system, eventually expanded into weapon development and finally as a manufacturer of short-range ships like the P-52.
- manufacturer_DescKRON=[PH] Kroneg Description
- manufacturer_DescKSAR=Kastak Arms makes inexpensive energy weapons with intimidating names like Devastator and Firestorm, and aggressively markets them to distressed parts of the Empire. Even though the company portrays itself as providing weapons for personal defense, the brand has become more readily identified with people who use them for aggressive and unlawful purposes.
- manufacturer_DescLOCO=[PH] A manufacturer of affordable computers, computer parts, and accessories. There products don't have a lot of bells and whistles and often incorporate last gen tech, but because of that, what they do produce is reliable. Produce the Re-Authorized brand cryptokey.
- manufacturer_DescLPLT=Made out of less expensive materials, Lightning Power continues to introduce new aesthetic changes to their ship components while relying on tried and true technology to run them.
- manufacturer_DescMISC=Mass produces very efficient, modular ships, mostly armored freighters of different sizes that make them the preferred brand for traders and larger corporations. Over thirty years ago, MISC signed a lend-lease agreement to establish a tech trade with Xi’An engineers.
- manufacturer_DescMITE=Ubiquitous around the Empire, microTech and their range of electronics, datapads, mobile interfaces, handheld sensors and computer software upgrades for starships are used daily by almost everyone. Their line of mobiGlas personal computers have become an integral part of daily life for millions of people.
- manufacturer_DescMXOX=[PH] maxOx description
- manufacturer_DescMYM=[PH] MYM description
- manufacturer_DescNAVE=In the short time the company has been around, Nav-E7 has become an institution. Manufacturing various pieces of equipment used on a wide range of ships has given them quick renown as most ships in the 'verse feature at least one of their products.
- manufacturer_DescNOVP=[PH] Nova Pyrotechnica description
- manufacturer_DescNRS=[PH] NorthStar Description
- manufacturer_DescNVTC=High-end company known for manufacturing technically precise and experimental optics and weapon attachments. Founded in 2811, NV-TAC initially built sensors for long-range scanning stations and surveying operations before shifting operations to the more profitable personal weapon market. Seen by some as too expensive and feature-dense, but beloved by soldiers and security professionals for their durable design, precision adjustments, and reliable performance.
- manufacturer_DescNVY=(PH) UEE Navy - Description
- manufacturer_DescOPS=Classic, simple and timeless, OpalSky creates casual attire. What millionaires wear when lounging on their space yachts.
- manufacturer_DescOrigin=Known primarily for high-end ship manufacturing, but also provides some custom parts for their ships - particularly maneuvering thrusters. Sleek and elegant fusion of art and engineering
- manufacturer_DescQRT=[PH] Quirinus Tech Description
- manufacturer_DescR6P=R6 Pro's rugged footwear is made to withstand wear and tear in even the most extreme environments, so even if you get knocked down, we're there to help you get back up again.
- manufacturer_DescRACO=Manufacturer of consumer and pro-grade ship components, RAMP Corp sponsors the Team RAMP M50 racing team.
- manufacturer_DescRRS=Roussimoff Rehabilitation Systems (RRS) is an Earth-based corporation that provides rehabilitation services, personal body armor and defensive systems throughout the UEE. Their arms division is responsible for a groundbreaking series of new weaponry designed to incapacitate opponents without taking lives.
- manufacturer_DescRSI=The original creators of the engine that kickstarted Humanity’s expansion into space, Roberts Space Industries builds a wide range of spaceships that serve all needs, from basic interstellar travel to deep exploration on the outer edges of the galaxy. The tagline is “Roberts Space Industries: Delivering the Stars since 2075”
- manufacturer_DescSADA=Manufacturers of the AMX-1 Repair Drone and the M3-A Multifunction Space Drone, Saga Datasystems was founded in 2847 by Lavinia Kilo, an industrial engineer. Today, in addition to drones they make a wide range of computers and complex integrated systems.
- manufacturer_DescSASU=Soft drinks, high end kitchen equipment, children’s toys? Sakura Sun. Rover platforms, terraforming solutions, bioengineered livestock? Sakura Sun. High-tech wave cannons, starship power plants, antimatter ordinance? Sakura Sun! While corporate conglomerates are not uncommon, it’s rare for any company to advertise them all under the same banner. But at Sakura Sun, empire-building is in full effect: you’ll find a little bit of everything branded with a distinctive purple sun-and-cherry-blossom logo, from plastic Hi-Ho Flatcat figurines to top-of-the-line multi-particle/wave cannons. Stranger still, Sakura Sun has successfully gained a reputation as a company that not only does a little bit of everything, but does it well.
- manufacturer_DescSCU=[PH] SCU description
- manufacturer_DescSECO=One of the earliest companies to begin selling energy based shielding to civilians when the technology was declassified, Seal Corp has been in the industry centuries longer than its current modern day competition. For a while, the term ‘seal’ was ubiquitous with shield and Sammy the Seal Corp seal is still one of the most recognizable mascots across the ’verse. While they have lost some market share to competitors over the years, they are still the most widely used brand of shields and their products can be bought easily in almost every system.
- manufacturer_DescSHIN=[PH] Shubin Interstellar Description
- manufacturer_DescSPV=SPV brings you inventive twists and inspirational detailing for a day to night collection that is whatever you want it to be.
- manufacturer_DescTALN=[PH] Talon Description
- manufacturer_DescTARS=Founded by a pair of mechanics who were attempting to make an affordable module that would convert a quantum drive into a jump drive, Tarsus has evolved to become one of the main producers of dependable jump drives in the UEE. Over time they also expanded to build their own quantum drives as well.
- manufacturer_DescTHCN=[PH] Thermyte Concern
- manufacturer_DescTMBL=Tumbril Land Systems got its start manufacturing ultra-rugged land vehicles built to explore the strange and dangerous landscapes of newly discovered planets. With the onset of the First Tevarin War, Tumbril expanded their operations when they won a government contract to build tanks and other military vehicles for the UPE military. Over the centuries the company eventually folded. Today, the Tumbril brand has been revived to build land vehicles from tanks to exploration vehicles and personal HOVs in both the civilian and military market.
- manufacturer_DescTYDT=Tyler Design & Tech began its life manufacturing generators, air purifiers, and other necessities for planetary settlers. Tyler focused on making products that, while not as powerful as some other brands, were durable and extremely efficient with little heat byproduct which led to the development of low-signature power plants. It wasn’t long before even the UEE Navy began to outfit some of their own stealth crafts with Tyler parts, and with their new success the company was able to expand their ship component line into what it is today.
- manufacturer_DescUEE=The unified collection of planets and systems under Human control, the UEE strives to create a safe and just empire, championing equality and opportunity for all its inhabitants.
- manufacturer_DescUPS=Upsiders is a lifestyle footwear brand with excellent options for every member of your family.
- manufacturer_DescUTFL=[PH] Been around for a couple hundred years. Survival company that makes knives. Got their start by making combat knives for the UEE Army. Expanded their operations to the public after decades of proud service.
- manufacturer_DescVGL=High-end Commercial and Personal armor manufacturer. Aside from combat uses, they build systems for heavy commercial and mining applications.\n\nModels: Achilles PDS (Heavy Combat Armor)\n\nZeus System (Titan Armor)
- manufacturer_DescVNCL=Military designations for the various Vanduul ship components.
- manufacturer_DescWCPR=Subsidiary of RSI, handles a small percentage of their thruster and ship options construction as well as cooling systems.
- manufacturer_DescWETK= Upstart company made by former employees of Ascension Astro.
- manufacturer_DescWLOP=WillsOp have products to cover the whole spectrum of electronic analysis from tracking and targeting to scanners and deep-space radar.
- manufacturer_DescXNAA=Though many attributed their elevation to the sole provider of light craft to audacity and daring, Aopoa cemented their position thanks to the innovative dual-vector thruster technology that has revolutionized their ship design.
- manufacturer_DescYORM=Gotlieb Yorm was a top racing pilot on the professional circuit, who was known for his willingness to do anything to shave a few more seconds off his lap times. For a short while, before the Safety Commission stepped in, he would race naked, claiming clothes were an unnecessary weight. Another such innovation that was considerably more successful (and modest) was his insistence that the shields being used on his racer were too powerful. He really only needed to be able to fend off a few shots, because after that he would either have maneuvered his ship out of targeting range, or he would have lost the race anyway. Gutting apart an existing shield by hand, Yorm hacked together a lighter shield that would draw less power and only protect him just enough to escape. Soon, many other racers were trying to mimic his efforts, and when Yorm retired, he went on to successfully sell his modified shield design.
- manufacturer_Name987=987
- manufacturer_NameABIN=Abernathy Interiors
- manufacturer_NameACAS=Ace Astrogation
- manufacturer_NameACDO=Aciedo CommRelay
- manufacturer_NameACOM=ACOM
- manufacturer_NameAEGS=Aegis Dynamics
- manufacturer_NameALB=Alejo Brothers
- manufacturer_NameAMD=Accelerated Mass Design
- manufacturer_NameAMRS=Amon & Reese Co.
- manufacturer_NameANVL=Anvil Aerospace
- manufacturer_NameAPAR=Apocalypse Arms
- manufacturer_NameARCC=ArcCorp
- manufacturer_NameARGO=Argo Astronautics
- manufacturer_NameARMA=ArmaMod
- manufacturer_NameASAS=Ascension Astro
- manufacturer_NameATK=A-Tek
- manufacturer_NameAVNG=adVance NanoGraph
- manufacturer_NameBANU=Banu
- manufacturer_NameBASL=Basilisk
- manufacturer_NameBEHR=Behring
- manufacturer_NameBLTR=Blue Triangle Inc.
- manufacturer_NameBRRA=(PLACEHOLDER) Broad & Rabiee
- manufacturer_NameCBA=CBA
- manufacturer_NameCBD=CBD
- manufacturer_NameCDS=Clark Defense Systems
- manufacturer_NameCHCO=Chimera Communications
- manufacturer_NameCLDA=Caldera
- manufacturer_NameCNOU=Consolidated Outland
- manufacturer_NameCRLF=Curelife
- manufacturer_NameCTL=City Lights
- manufacturer_NameDMC=Denim Manufacturing Company
- manufacturer_NameDOOM=Doomsday
- manufacturer_NameDRAK=Drake Interplanetary
- manufacturer_NameDRN=Derion
- manufacturer_NameELD=Escar Limited
- manufacturer_NameESPR=Esperia
- manufacturer_NameEVL=Evalight
- manufacturer_NameFFSY=Flashfire Systems
- manufacturer_NameFIO=Fiore
- manufacturer_NameFSIN=Friskers Inc.
- manufacturer_NameGATS=Gallenson Tactical Systems
- manufacturer_NameGMNI=Gemini
- manufacturer_NameGODI=Gorgon Defender Industries
- manufacturer_NameGRIN=Greycat Industrial
- manufacturer_NameGRNP=GNP
- manufacturer_NameGSB=GSB
- manufacturer_NameGYS=Gyson Inc.
- manufacturer_NameHDGW=Hedeby Gunworks
- manufacturer_NameHDH=Habidash
- manufacturer_NameHRST=Hurston Dynamics
- manufacturer_NameHWK=Hawksworth's
- manufacturer_NameJOKR=Joker Engineering
- manufacturer_NameJSPN=J-Span
- manufacturer_NameJUST=Juno Starwerk
- manufacturer_NameKBAR=KnightBridge Arms
- manufacturer_NameKLWE=Klaus & Werner
- manufacturer_NameKRIG=Kruger Intergalatic
- manufacturer_NameKRON=Kroneg
- manufacturer_NameKSAR=Kastak Arms
- manufacturer_NameLOCO=Lortell Computing
- manufacturer_NameLPLT=Lightning Power Ltd.
- manufacturer_NameMISC=Musashi Industrial & Starflight Concern
- manufacturer_NameMITE=microTech
- manufacturer_NameMXOX=maxOx
- manufacturer_NameMYM=MYM
- manufacturer_NameNAVE=Nav-E7 Gadgets
- manufacturer_NameNOVP=Nova Pyrotechnica
- manufacturer_NameNRS=NorthStar
- manufacturer_NameNVTC=NV-TAC
- manufacturer_NameNVY=UEE Navy
- manufacturer_NameOPS=OpalSky
- manufacturer_NameOrigin=Origin Jumpworks
- manufacturer_NameProtLife=ProtLife Insurance
- manufacturer_NameQRT=Quirinus Tech
- manufacturer_NameR6P=R6 Pro
- manufacturer_NameRACO=RAMP Corporation
- manufacturer_NameRRS=Roussimoff Rehabilitation Systems
- manufacturer_NameRSI=Roberts Space Industries
- manufacturer_NameSADA=Saga Datasystems
- manufacturer_NameSASU=Sakura Sun
- manufacturer_NameSCU=SCU
- manufacturer_NameSECO=Seal Corporation
- manufacturer_NameSHIN=Shubin Interstellar
- manufacturer_NameSPV=Spar Van Miles
- manufacturer_NameTALN=Talon
- manufacturer_NameTARS=Tarsus
- manufacturer_NameTHCN=Thermyte Concern
- manufacturer_NameTMBL=Tumbril Land Systems
- manufacturer_NameTYDT=Tyler Design & Tech
- manufacturer_NameUEE=United Empire of Earth
- manufacturer_NameUPS=Upsiders
- manufacturer_NameUTFL=UltiFlex
- manufacturer_NameVGL=Virgil
- manufacturer_NameVNCL=Vanduul Components - Generic
- manufacturer_NameWCPR=Wen/Cassel Propulsion
- manufacturer_NameWETK=Wei-Tek
- manufacturer_NameWLOP=WillsOp
- manufacturer_NameXNAA=Aopoa
- manufacturer_NameYORM=Yorm
- me_blackboxillegal_title_0004=Retrieval
- me_bounty_title_0003=Capture/Kill Order
- me_planetcollect_steal_title_0003=Collection job
- medbed_cancel_spawnpoint=Clear As Preferred ICU
- medbed_heal=Treat Injuries
- medbed_set_spawnpoint=Set As Preferred ICU
- meet_miles_il_desc=~mission(Description)
- meet_miles_il_desc_0001=Hey, got your name from a couple people I trust. I find myself in need of dependable people who are capable of pulling off discreet jobs. Come on by ~mission(Location) when you can and we'll talk.\n\nM
- meet_miles_il_desc_0002=Been hearing a lot about you. Figured it might be in both of our best interest to talk. I'm over at ~mission(Location) if you're interested.
- meet_miles_il_from=Miles Eckhart
- meet_miles_il_marker_01=Miles Eckhart
- meet_miles_il_obj_long_01=Meet with Miles Eckhart
- meet_miles_il_obj_short_01=Meet Miles Eckhart
- meet_miles_il_title=~mission(Title)
- meet_miles_il_title_0001=Something on the side
- meet_miles_il_title_0002=Extra work
- meet_miles_il_title_0003=Job opportunity
- meet_miles_il_title_0004=A paid favor
- meet_miles_lg_desc=~mission(Description)
- meet_miles_lg_desc_0001=Hey there. I run a small security company and we're always in the market for solid operators. Anyway, I've been hearing good things about you and figured we could help each other out. Let me know if you'd like to meet. If so, swing on by ~mission(Location) and we can talk.\n\nMiles Eckhart\nCEO\nECKHART SECURITY\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- meet_miles_lg_desc_0002=Miles Eckhart here. I got your name from our HR department. They've been hearing good things about you and recommended I reach out. Now, I like to meet somebody face to face before I get into business with them. Call me old fashioned. So why don't you swing by ~mission(Location) and we'll talk. See if we feel like working together.\n\nMiles Eckhart\nCEO\nECKHART SECURITY\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- meet_miles_lg_from=Miles Eckhart
- meet_miles_lg_marker_01=Miles Eckhart
- meet_miles_lg_obj_long_01=Meet with Miles Eckhart
- meet_miles_lg_obj_short_01=Meet Miles Eckhart
- meet_miles_lg_title=Eckhart Security Job Op
- mg_battaglia_blackbox_danger_001=\nSPECIAL NOTES:\nIt is not clear yet what happened to the vessel, but there is a strong likelihood it was an outlaw attack. If so, there still may be hostiles in the area. Be on your guard. \n
- mg_battaglia_blackbox_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: BLACK BOX RECOVERY\n\nWORK BRIEF: \nWe've received word that an M.A. affiliated vessel was recently reported destroyed. To make sure that those responsible are held accountable and Survivor Benefits are properly paid, we need you to retrieve the flight recorder from the wreckage site and deliver it to ~mission(Destination).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon delivery of black box.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_blackbox_marker_01=Wreck Site
- mg_battaglia_blackbox_marker_02=Black Box
- mg_battaglia_blackbox_marker_03=Delivery Drop Off
- mg_battaglia_blackbox_obj_long_01=Go to the wreck site and search for the black box.
- mg_battaglia_blackbox_obj_long_02=Recover the black box from the wreckage.
- mg_battaglia_blackbox_obj_long_03=Deliver black box to ~mission(Location).
- mg_battaglia_blackbox_obj_short_01=Go To Wreck Site
- mg_battaglia_blackbox_obj_short_02=Recover Black Box
- mg_battaglia_blackbox_obj_short_03=Deliver Black Box
- mg_battaglia_blackbox_timed_001=\nDURATION:\nSince there is a risk of scavengers picking the wreck site clean, this needs to be taken care of ASAP.\n
- mg_battaglia_blackbox_title_0001=Black Box Recovery
- mg_battaglia_claimsweep_desc_001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: REMOVE THIEVES FROM ~mission(Location)\n\nWORK BRIEF: \nOne of our worksites over at ~mission(LagrangeLocation) got pinched. The legit miners were ousted and the dirtbags responsible rolled in, set up some nasty sentries, and began harvesting the claim for themselves. \n\nI need you to go in and clear out any trace of these stealing scum, orbital sentries and all, so that our people can get back to work. \n\nPAYMENT:\nStandard listed rate upon successful removal of hostile threat.\n\nSPECIAL NOTES:\nThese orbital sentries pack a punch. See that you're outfitted properly to deal with them.\n\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_claimsweep_title_001=Remove Thieves From ~mission(Location)
- mg_battaglia_contractor=Recco Battaglia
- mg_battaglia_deliver_ore_danger_001=\nSPECIAL NOTES:\nThere have been a lot of reports of increased outlaw activity in this sector. Be wary of anything suspicious. \n
- mg_battaglia_deliver_ore_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ORE SAMPLE DELIVERY\n\nWORK BRIEF: \nYou are being contracted to bring a sample of ore from ~mission(Location) back to ~mission(Destination) for comparative mineral analysis.\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon completion.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_deliver_ore_marker_01=Pickup Site
- mg_battaglia_deliver_ore_marker_02=Sample
- mg_battaglia_deliver_ore_marker_03=Drop Off
- mg_battaglia_deliver_ore_obj_long_01=Go to ~mission(Location) to pick up ore sample.
- mg_battaglia_deliver_ore_obj_long_02=Pick up the ore sample.
- mg_battaglia_deliver_ore_obj_long_03=Deliver the sample to ~mission(Destination).
- mg_battaglia_deliver_ore_obj_short_01=Go To Pickup Site
- mg_battaglia_deliver_ore_obj_short_02=Pick Up Sample
- mg_battaglia_deliver_ore_obj_short_03=Deliver Sample
- mg_battaglia_deliver_ore_timed_001=\nDURATION:\nThe sample must be delivered in the allotted time. Late deliveries will be subject to penalties.\n
- mg_battaglia_deliver_ore_title_0001=Ore Sample Delivery
- mg_battaglia_desc=~mission(Description)
- mg_battaglia_escort_safety_danger_001=\nSPECIAL NOTES:\nThere is a good reason the miner is shelling out for an escort. The area has seen more than its fair share of trouble recently. Do what you have to so my miner comes back in one piece. \n\n
- mg_battaglia_escort_safety_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ARMED ESCORT\n\nWORK BRIEF: \nAn urgent comm has arrived from a miner out near ~mission(Location). They picked up a possible threat in the area and are rightly concerned that they will not be able to make it to ~mission(Destination) without an armed ship escorting them.\n~mission(Timed) \nPAYMENT:\nStandard listed rate once the miner is escorted to their final destination. If hostilities do occur, a combat pay bonus will be issued.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_escort_safety_destination_0001=a safe point
- mg_battaglia_escort_safety_destination_0002=a point of safe egress
- mg_battaglia_escort_safety_destination_0003=their destination
- mg_battaglia_escort_safety_destination_0004=somewhere they can quantum from
- mg_battaglia_escort_safety_marker_01=Distress Beacon
- mg_battaglia_escort_safety_marker_02=Protect
- mg_battaglia_escort_safety_marker_03=Destination
- mg_battaglia_escort_safety_obj_long_01=Rendezvous at miner's distress beacon.
- mg_battaglia_escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
- mg_battaglia_escort_safety_obj_long_03=Escort the miner to ~mission(Destination).
- mg_battaglia_escort_safety_obj_opt_01=Combat Pay Bonus
- mg_battaglia_escort_safety_obj_short_01=Rendezvous At Beacon
- mg_battaglia_escort_safety_obj_short_02=Hold In Formation
- mg_battaglia_escort_safety_obj_short_03=Escort To Safety
- mg_battaglia_escort_safety_timed_001=\nDURATION:\nThis is an active situation and needs an immediate response.\n
- mg_battaglia_escort_safety_title_0001=Escort To Safety
- mg_battaglia_escort_scan_complexity_001=a single nav point
- mg_battaglia_escort_scan_complexity_002=a single location
- mg_battaglia_escort_scan_complexity_003=several locations
- mg_battaglia_escort_scan_complexity_004=multiple stops
- mg_battaglia_escort_scan_complexity_005=several navpoints
- mg_battaglia_escort_scan_complexity_006=a series of stops
- mg_battaglia_escort_scan_complexity_007=a series of locations
- mg_battaglia_escort_scan_complexity_008=a list of navpoints
- mg_battaglia_escort_scan_danger_001=\nSPECIAL NOTES:\nThere is a good reason the miner is shelling out for an escort. The area has seen more than its fair share of trouble recently. Do what you have to so my miner comes back in one piece. \n\n
- mg_battaglia_escort_scan_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ARMED ESCORT\n\nWORK BRIEF: \nA miner is in need of an escort while they scan ~mission(Complexity) around ~mission(Location) for possible new dig sites. You will be expected to protect them should any trouble arise. \n \nPAYMENT:\nStandard listed rate once the miner is escorted to their final destination. If hostilities do occur, a combat pay bonus will be issued.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco\n
- mg_battaglia_escort_scan_desc_0002=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ARMED ESCORT\n\nWORK BRIEF: \nOne of our members needs an escort to watch their back at ~mission(Complexity) while they scan for potential dig sites around ~mission(Location). If anyone attempts to interfere with them, it'll be up to you to protect them. \n \nPAYMENT:\nStandard listed rate once the miner is escorted to their final destination. If hostilities do occur, a combat pay bonus will be issued.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_escort_scan_marker_01=Rendezvous
- mg_battaglia_escort_scan_marker_02=Escort
- mg_battaglia_escort_scan_marker_02a=Nav Point
- mg_battaglia_escort_scan_marker_03=Protect
- mg_battaglia_escort_scan_marker_05=Destination
- mg_battaglia_escort_scan_obj_long_01=Meet with the miner's ship at the rendezvous beacon.
- mg_battaglia_escort_scan_obj_long_02=Escort miner to the scanning site.
- mg_battaglia_escort_scan_obj_long_03=Hold until scan is complete.
- mg_battaglia_escort_scan_obj_long_04=Protect the miner against hostile forces.
- mg_battaglia_escort_scan_obj_long_05=Escort miner to final destination.
- mg_battaglia_escort_scan_obj_opt_01=Combat Pay Bonus
- mg_battaglia_escort_scan_obj_short_01=Rendezvous with Ship
- mg_battaglia_escort_scan_obj_short_02=Escort the Ship
- mg_battaglia_escort_scan_obj_short_03=Hold Position
- mg_battaglia_escort_scan_obj_short_04=Protect the Ship
- mg_battaglia_escort_scan_obj_short_05=Escort To Destination
- mg_battaglia_escort_scan_title_0001=Armed Escort
- mg_battaglia_from=~mission(From)
- mg_battaglia_intro_desc_0001=Miners Amalgamated Local Chapter 163 has for decades provided our miners with the support they need to thrive. As our motto proudly states, we are 'Stronger When United.'\n\nNow, we are looking for enterprising contractors to help continue this proud tradition by performing various logistical functions such as delivery runs, escort details, recovery operations, and more.\n\nIf interested, please contact our Senior Logistics Representative at ~mission(Location) for more information. \n\nWe look forward to hearing from you!
- mg_battaglia_intro_marker_01=M.A. Rep
- mg_battaglia_intro_obj_long_01=Meet with Miners Amalgamated Loc. 163 Logistics Rep at ~mission(Location).
- mg_battaglia_intro_obj_short_01=Meet M.A. Rep
- mg_battaglia_intro_title_0001=Miners Amalgamated Now Contracting
- mg_battaglia_invite_desc_0001=New job came in that I could use you on. Swing by ~mission(Location) when you can.\n\n- Recco\n\n\nRecco Battaglia\nSr. Logistics Rep\nMiners Amalgamated Loc. 163\n'Strong When United'\n
- mg_battaglia_invite_desc_0002=Have a job to discuss. See me at ~mission(Location) if you're interested.\n\n- Recco\n\nRecco Battaglia\nSr. Logistics Rep\nMiners Amalgamated Loc. 163\n'Strong When United'\n
- mg_battaglia_invite_desc_0003=Not sure what you have on your plate, but if you're looking for work stop by ~mission(Location) and we can discuss.\n\n- Recco\n\n\nRecco Battaglia\nSr. Logistics Rep\nMiners Amalgamated Loc. 163\n'Strong When United'\n
- mg_battaglia_invite_marker_01=Recco
- mg_battaglia_invite_obj_long_01=Meet with Recco Battaglia at ~mission(Location).
- mg_battaglia_invite_obj_short_01=Meet Recco
- mg_battaglia_invite_title_0001=Job Opportunity w/ M.A.
- mg_battaglia_invite_title_0002=Meet To Discuss Work
- mg_battaglia_invite_title_0003=M.A. Work Offer
- mg_battaglia_invite_title_0004=M.A. Job Opening
- mg_battaglia_mg_battaglia_sectorsweep_danger_001=\nSPECIAL NOTES:\nThese outlaws have proven extremely dangerous time and time again. If you're going up against them, be ready for a real fight. \n
- mg_battaglia_mining_desc_001=[Mining Temp Description] Go to ~mission(Startlocation)
- mg_battaglia_mining_mission_marker_001=Retrieve Ship
- mg_battaglia_mining_mission_marker_002=Go to ~mission(location)
- mg_battaglia_mining_mission_marker_003=Return to mining area
- mg_battaglia_mining_objective_display_001=Return loaned vessel %ls
- mg_battaglia_mining_objective_display_002=Resources found
- mg_battaglia_mining_objective_long_001=Acquire 'x' amount resources from mining
- mg_battaglia_mining_objective_long_002=Retrieve ship from landing pad
- mg_battaglia_mining_objective_long_003=Locate and mine the necessary resources at ~mission(location)
- mg_battaglia_mining_objective_long_004= Return the loaned vessel within the allotted time or face vehicle theft charges
- mg_battaglia_mining_objective_long_005=Amount of necessary resources gathered = (amount)
- mg_battaglia_mining_objective_short_001=Mine resources
- mg_battaglia_mining_objective_short_002=Retrieve loaned vessel
- mg_battaglia_mining_objective_short_003=Resources located at ~mission(location)
- mg_battaglia_mining_objective_short_004=Return Loaned Vessel
- mg_battaglia_mining_objective_short_005=Necessary Resources
- mg_battaglia_mining_title_001=Mining Temp Title
- mg_battaglia_mining_UI_Timer_001=Vessel to be returned within %ls
- mg_battaglia_recover_cargo__desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CARGO RECOVERY AND DELIVERY\n\nWORK BRIEF: \nSadly, a crew carrying a valuable shipment ran into trouble while in transit. Although the ship was badly damaged, we believe that the cargo is still intact at the wreckage site. You are being contracted to travel to the wreck site, recover the cargo, and deliver it to ~mission(Destination).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon delivery of the cargo.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco\n
- mg_battaglia_recover_cargo__desc_0002=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CARGO RECOVERY AND DELIVERY\n\nWORK BRIEF: \nAs has too often been the case these days, one of our crews ran into trouble and were forced to abandon ship leaving behind the valuable shipment they were transporting. You are being contracted to travel to the wreck site, recover the cargo, and deliver it to ~mission(Destination).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon delivery of the cargo.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_recover_cargo__title_0001=Cargo Recovery
- mg_battaglia_recover_cargo_danger_001=\nSPECIAL NOTES:\nWe've been getting word of heavy outlaw activity in this sector. Be careful. Would hate to have another tragedy on this run. \n
- mg_battaglia_recover_cargo_marker_01=Wreck Site
- mg_battaglia_recover_cargo_marker_02=Cargo
- mg_battaglia_recover_cargo_marker_03=Delivery Drop Off
- mg_battaglia_recover_cargo_obj_long_01=Go to wreckage site to retrieve cargo.
- mg_battaglia_recover_cargo_obj_long_02=Recover the cargo from the wreckage.
- mg_battaglia_recover_cargo_obj_long_03=Deliver the cargo to ~mission(Destination).
- mg_battaglia_recover_cargo_obj_short_01=Go to Wreck Site
- mg_battaglia_recover_cargo_obj_short_02=Recover the Cargo
- mg_battaglia_recover_cargo_obj_short_03=Deliver the Cargo
- mg_battaglia_recover_cargo_timed_001=\nDURATION:\nThe cargo has already been delayed once and we can't afford for it to miss the deadline. Late deliveries will be subject to penalties.\n
- mg_battaglia_recover_stolen_danger_001=\nSPECIAL NOTES:\nThere's a good chance that ~mission(TargetName) will be traveling with a crew. Use caution when approaching. \n\n
- mg_battaglia_recover_stolen_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: STOLEN CARGO RECOVERY\n\nWORK BRIEF: \nAn outlaw by the name of ~mission(TargetName) attacked one of our remote mining outfits and managed to make off with a valuable haul. There is no way M.A. is going to let an attack on one our member stand like this. You are being contracted to find ~mission(TargetName|Last), recover the cargo by any means necessary, and deliver it to ~mission(Destination) so it can be returned to its rightful owners.\n~mission(Contractor|RecoveryTimed)\nPAYMENT:\nStandard listed rate upon return of the cargo.\n~mission(Contractor|RecoveryDanger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_recover_stolen_desc_0002=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: STOLEN CARGO RECOVERY\n\nWORK BRIEF: \nAn M.A. affiliate was recently attacked and robbed by an outlaw named ~mission(TargetName). Thankfully, another associate has tipped us off on ~mission(TargetName|Last)'s current location. You are being contracted to confront this bandit and recover the stolen property by any means necessary. Once in your possession, deliver the goods to ~mission(Destination) and we'll get them to their rightful owner.\n~mission(Contractor|RecoveryTimed)\nPAYMENT:\nStandard listed rate upon return of the cargo.\n~mission(Contractor|RecoveryDanger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_recover_stolen_marker_01=~mission(TargetName)
- mg_battaglia_recover_stolen_marker_02=Neutralize
- mg_battaglia_recover_stolen_marker_03=Stolen Property
- mg_battaglia_recover_stolen_marker_04=Delivery Drop Off
- mg_battaglia_recover_stolen_obj_long_01=Locate ~mission(TargetName)'s ship.
- mg_battaglia_recover_stolen_obj_long_02=Neutralize ~mission(TargetName) before they can escape with the stolen property.
- mg_battaglia_recover_stolen_obj_long_03=Recover the stolen property from the wreckage.
- mg_battaglia_recover_stolen_obj_long_04=Deliver recovered property to ~mission(Destination).
- mg_battaglia_recover_stolen_obj_short_01=Locate ~mission(TargetName)'s Ship
- mg_battaglia_recover_stolen_obj_short_02=Neutralize ~mission(TargetName|Last)
- mg_battaglia_recover_stolen_obj_short_03=Recover Stolen Property
- mg_battaglia_recover_stolen_obj_short_04=Deliver Recovered Property
- mg_battaglia_recover_stolen_timed_001=\nDURATION:\nIt's urgent we settle this matter ASAP. The recovery must be completed in the time allotted.\n
- mg_battaglia_recover_stolen_title_0001=Stolen Cargo Recovery
- mg_battaglia_search_body_danger_001=\nSPECIAL NOTES:\nIt is not clear yet what happened to ~mission(TargetName|Last)'s vessel. There is a good chance it was an outlaw attack and if so, it is likely there are still hostiles in the area.\n
- mg_battaglia_search_body_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CONFIRMATION OF MEMBER'S STATUS\n\nWORK BRIEF: \nAn M.A. member, ~mission(TokenName), was known to be working aboard a vessel that was just reported as destroyed. To make sure that Survivor Benefits are properly paid, you will be tasked with going to the vessel's wreckage site and confirming what exactly happened to ~mission(TargetName|Last).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon confirmation of ~mission(TargetName)'s status.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_search_body_marker_01=Wreck Site
- mg_battaglia_search_body_marker_02=Identify
- mg_battaglia_search_body_obj_long_01=Go to the wreck to search for ~mission(TargetName).
- mg_battaglia_search_body_obj_long_02=Locate and identify ~mission(TargetName) among the wreckage.
- mg_battaglia_search_body_obj_short_01=Go To Wreck Site
- mg_battaglia_search_body_obj_short_02=Locate ~mission(TargetName|Last)
- mg_battaglia_search_body_timed_001=\nDURATION:\nSince there is a risk of scavengers picking the wreck site clean, this needs to be taken care of ASAP.\n
- mg_battaglia_search_body_title_0001=Confirm ~mission(TargetName|Last)'s Status
- mg_battaglia_search_crew_danger_001=\nSPECIAL NOTES:\nIt is not clear yet what happened to the vessel, but there is a good chance it was an outlaw attack. If so, it is likely there still may be hostiles in the area. Use extreme caution. \n
- mg_battaglia_search_crew_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CONFIRMATION OF MISSING CREW'S STATUS\n\nWORK BRIEF: \nAn M.A. affilliated vessel was recently reported destroyed. To make sure that Survivor Benefits are properly paid, you will be tasked with going to the vessel's wreckage site and confirming what happened to all the missing crew members.\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon entire crew's status confirmation.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_search_crew_marker_01=Wreck Site
- mg_battaglia_search_crew_marker_02=Identify
- mg_battaglia_search_crew_obj_long_01=Go to the wreck site to search for ~mission(TargetName).
- mg_battaglia_search_crew_obj_long_02=Locate and identify the missing crew among the wreckage.
- mg_battaglia_search_crew_obj_short_01=Go To Wreck Site
- mg_battaglia_search_crew_obj_short_02=Locate Crew
- mg_battaglia_search_crew_subobj_long_02a=Identify ~mission(TargetName).
- mg_battaglia_search_crew_subobj_short_02a=Identify ~mission(TargetName|Last)
- mg_battaglia_search_crew_timed_001=\nDURATION:\nSince there is a risk of scavengers picking the wreck site clean, this needs to be taken care of ASAP.\n
- mg_battaglia_search_crew_title_0001=Confirm Missing Crew's Status
- mg_battaglia_sectorsweep_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CLEAR SECTOR OF HOSTILE THREAT\n\nWORK BRIEF: \nA group of outlaws operating in ~mission(Location) have made it impossible for miners to work in the area safely. In response, M.A. is hiring skilled operators to move through the sector and clear out any hostile forces there.\n\nPAYMENT:\nStandard listed rate upon successful removal of hostile threat.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
- mg_battaglia_sectorsweep_marker_01=Rendezvous Point
- mg_battaglia_sectorsweep_marker_02=Patrol Beacon
- mg_battaglia_sectorsweep_marker_03=Eliminate
- mg_battaglia_sectorsweep_marker_04=Hold Postion
- mg_battaglia_sectorsweep_obj_long_01=Meet at the set rendezvous point while the route through the sector is coordinated.
- mg_battaglia_sectorsweep_obj_long_02=Patrol the designated area to clear it of any hostiles.
- mg_battaglia_sectorsweep_obj_long_03=Eliminate all hostiles from the patrol area.
- mg_battaglia_sectorsweep_obj_long_04=Hold position until the next Patrol Area is determined.
- mg_battaglia_sectorsweep_obj_short_01=Meet At Rendezvous
- mg_battaglia_sectorsweep_obj_short_02=Go To Patrol Area
- mg_battaglia_sectorsweep_obj_short_03=Eliminate Hostiles
- mg_battaglia_sectorsweep_obj_short_04=Hold For Next Patrol Area
- mg_battaglia_sectorsweep_title_0001=Clear Sector of Hostiles
- mg_battaglia_space_recover_desc=~mission(Contractor|RecoverSpaceDescription)
- mg_battaglia_space_recover_title=~mission(Contractor|RecoverSpaceTitle)
- mg_battaglia_title=~mission(Title)
- mg_clovus_acquirepart_desc=~mission(Desc)
- mg_clovus_acquirepart_desc_01=It seems fortune has delivered unto us a most fortuitous opportunity. ~mission(Incident)\n\nAn associate of mine has expressed quite the interest in acquiring this curio, so I am tasking you to depart for the ~mission(Location), retrieve the ~mission(Item), and return it to me intact.\n\nNaturally, I will pay you handsomely upon completion. \n\nOne final bit of advice - I strongly recommend bringing a multi-tool along. No knowing what state the ~mission(Location) will be in, and it's better to be prepared than sorry. \n\n-cd\n\n~mission(Update)
- mg_clovus_acquirepart_destruct_timer=~mission(Item) self destructs in %Is.
- mg_clovus_acquirepart_from=~mission(From)
- mg_clovus_acquirepart_incident_01=A Hurston satellite has quite ungracefully plummeted to the surface. Thankfully, it appears that a ~mission(Item) has miraculously survived the incident.
- mg_clovus_acquirepart_marker_01=~mission(Location)
- mg_clovus_acquirepart_marker_01a=Last Radar Contact
- mg_clovus_acquirepart_marker_02=Access Panel
- mg_clovus_acquirepart_marker_02a=Restart Satellite
- mg_clovus_acquirepart_marker_02b=~mission(Item)
- mg_clovus_acquirepart_marker_02c=Inspect Blades
- mg_clovus_acquirepart_marker_03=Server Cradle
- mg_clovus_acquirepart_obj_long_01=Travel to the last reported position and scan to locate ~mission(Location).
- mg_clovus_acquirepart_obj_long_02=Find and destroy the ~mission(Item).
- mg_clovus_acquirepart_obj_long_03=Start ~mission(Item) upload at a facility.
- mg_clovus_acquirepart_obj_long_04=Protect ~mission(Item) during upload.
- mg_clovus_acquirepart_obj_short_01=Travel To ~mission(Location)
- mg_clovus_acquirepart_obj_short_02=Destory ~mission(Item)
- mg_clovus_acquirepart_obj_short_03=Upload ~mission(Item) data.
- mg_clovus_acquirepart_obj_short_04=Protect ~mission(Item).
- mg_clovus_acquirepart_prot_timer=Protect ~mission(Item) %Is.
- mg_clovus_acquirepart_subobj_long_01=Protect ~mission(Item) whilst it is ripped.
- mg_clovus_acquirepart_subobj_long_02a=Navigate inside the satellite and restart the internal control systems to track the missing ~mission(Item).
- mg_clovus_acquirepart_subobj_long_02b=Travel to the ~mission(Item)'s current location.
- mg_clovus_acquirepart_subobj_long_02c=Prevent ~mission(Item) data upload.
- mg_clovus_acquirepart_subobj_short_01a=Protect ~mission(Item)
- mg_clovus_acquirepart_subobj_short_02a=Restart Satellite's Internal System
- mg_clovus_acquirepart_subobj_short_02b=Travel To ~mission(Item)
- mg_clovus_acquirepart_subobj_short_02c=Prevent ~mission(Item) rip.
- mg_clovus_acquirepart_title=~mission(Title)
- mg_clovus_acquirepart_title_01=Mana From Heaven
- mg_clovus_acquirepart_update_01=UPDATE: Looks like someone has beaten us to the punch! Mercifully, if Hurston believes in one thing it's redundancy. If you restart the satellite's main internal control system, it should reactivate the ~mission(Item) and allow you to identify its current whereabouts.
- mg_clovus_acquirepart_upload_timer=Upload Time Remaining %ls.
- mg_clovus_bladesteal_desc=~mission(Description)
- mg_clovus_bladesteal_desc_001=A tremendous opportunity seems to have landed... well crashed in our favor. A Hurston satellite has quite ungracefully plummeted to the surface. Thankfully, it appears that a ~mission(Item) has miraculously survived the incident.\n\nNow, I know that there are plenty of Hurston's rivals who would be... eager... to get an advance look at this tech. I'm sure I could convince them to pay handsomely for an opportunity like this, but I'll need you to retrieve it. You can start your search at the ~mission(Location) and work out from there. \n\nOnce recovered, you will only have a short time to upload the information from the ~mission(Item) using the decryption software on a designated Hurston server before its security protocols cause it to self-destruct. Your best bet will be to access a data center inside one of the storage facilities that dot the surface of the planet. They typically have minimal security so I don't foresee you running into any issues. \n\nOne final bit of advice - I strongly recommend bringing a multi-tool along. No knowing what state the ~mission(Location) will be in, and it's better to be prepared than sorry.\n\nNeedless to say, I will pay you handsomely upon completion and we can both bask in knowledge that Hurston has been hit where it hurts.\n\n-cd\n\n~mission(Update)
- mg_clovus_bladesteal_desc_002=I managed to intercept an interesting bit of news coming over the comms. It seems Hurston's fortunes are falling quite literally; one of their satellites has crashed to the surface. Not all is lost however, for the valuable ~mission(Item) onboard appears to have survived the impact. \n\nNow, this is one of those moments where enterprising individuals face a choice. Either do nothing, let Hurston reclaim their property and let this wretched world keep turning or seize the opportunity to capitalize. Personally, I'm leaning towards the latter and I'm hoping you feel the same. \n\nIf you were to obtain the part from the ~mission(location) before Hurston does, I'm sure I could find some parties interested in paying handsomely for a sneak peek at Hurston's hard work.\n\nOne catch (as always), is that in order to safely decrypt and extract the data, you must connect it to an official Hurston server before its security protocols cause it to self-destruct. I recommend using a storage facilities data terminal. They tend to be easier to access than anything that can be found in Lorville proper. Once the transfer is complete, I will issue your just rewards.\n\nLast piece of counsel - it would most likely behoove you to bring a multi-tool to the ~mission(Location). Extraction can sometimes prove difficult.\n\nBest of luck,\n\n-cd\n\n~mission(Update)
- mg_clovus_bladesteal_desc_003=My Dear Compatriot,\n\nWonderful tidings. It seems that we have received an unexpected but most welcomed guest - a Hurston satellite has been ejected from orbit and crashed practically straight into our laps. Most importantly, the ~mission(Item) onboard has survived intact. \n\nNow, it just so happens that this cutting-edge Prototype has been long desired by some deep-pocketed associates of mine. If you were able to acquire this wayward Blade from the ~mission(Location) before Hurston manages to do so, I could ensure significant restitution for your time and troubles.\n\nThe only real wrinkle is that the information on the Prototype is inaccessible (and will self-destruct) unless connected to an official Hurston server. Fortunately, there is access to the said server dotted around the planet inside Hurston Storage Facilities. It should be short work for you to get the Blade and then take it to the server for decryption and extraction. Once the data transfer is finished, I will happily transfer the well-earned credits into your account. \n\nI would also like to remind you to bring a multi-tool along. It would be unfortunate to go all the way to the ~mission(Location) only to be stymied by detritus.\n\nSafe travels,\n\n-cd\n\n~mission(Update)
- mg_clovus_bladesteal_from=~mission(From)
- mg_clovus_bladesteal_marker_01=Last Radar Contact
- mg_clovus_bladesteal_marker_02=Access Panel
- mg_clovus_bladesteal_marker_02a=Inspect Blades
- mg_clovus_bladesteal_marker_02b=Prototype Blade
- mg_clovus_bladesteal_marker_03=Hurston Server
- mg_clovus_bladesteal_marker_03a=Nearest Hurston Server
- mg_clovus_bladesteal_marker_04=Protect
- mg_clovus_bladesteal_marker_05a=Destroy ~mission(Item)
- mg_clovus_bladesteal_obj_destruct=Self Destruct: %Is
- mg_clovus_bladesteal_obj_long_01=Travel to the last radar contact of the satellite and locate the ~mission(Location).
- mg_clovus_bladesteal_obj_long_02=Find and recover the ~mission(Item).
- mg_clovus_bladesteal_obj_long_03=Decrypt and transfer the information on the ~mission(Item) before it self-destructs by connecting it to a Hurston server inside a storage facility.
- mg_clovus_bladesteal_obj_long_03a=Navigate inside the satellite and restart the internal control system to track the missing ~mission(Item).
- mg_clovus_bladesteal_obj_long_04=Protect the ~mission(item) during data transfer.
- mg_clovus_bladesteal_obj_long_04a=Travel to the ~mission(Item)'s current location and prevent the data from being stolen.
- mg_clovus_bladesteal_obj_long_05a=Stop the decryption by destroying the ~mission(Item).
- mg_clovus_bladesteal_obj_marker_03a=Restart Satellite
- mg_clovus_bladesteal_obj_short_01=Locate ~mission(Location)
- mg_clovus_bladesteal_obj_short_02=Recover ~mission(Item)
- mg_clovus_bladesteal_obj_short_03=Connect Blade to Server
- mg_clovus_bladesteal_obj_short_03a=Restart Satellite's Internal System
- mg_clovus_bladesteal_obj_short_04=Protect Data Transfer
- mg_clovus_bladesteal_obj_short_04a=Travel To ~mission(Item)
- mg_clovus_bladesteal_obj_short_05a=Destroy the ~mission(Item).
- mg_clovus_bladesteal_obj_time=Time Remaining: %Is
- mg_clovus_bladesteal_title=~mission(Title)
- mg_clovus_bladesteal_title_01=Manna From Heaven
- mg_clovus_bladesteal_title_02=A Bold Opportunity
- mg_clovus_bladesteal_title_03=Ashes and Opportunities
- mg_clovus_bladesteal_title_04=A Financial Windfall
- mg_clovus_bladesteal_title_05=Crash and Earn
- mg_clovus_bladesteal_update_01=UPDATE: Looks like someone has beaten us to the punch. We cannot allow some second rate hoods sell the data. My reputation would be devastated. There is no choice but for you to track the Blade down and stop the decryption before it's too late.\n\nMercifully, if Hurston believes in one thing it's redundancy. If you restart the satellite's main internal control system, it should reactivate the ~mission(Item) and allow you to identify its current status.
- mg_clovus_bladesteal_update_02=UPDATE: It seems we were not the only ones eager to abscond with the blade. Can you imagine the impertinence of poaching in my territory? If word gets out, the implications could be ruinous. It cannot stand. The only option is for you to stop the decryption before they can complete their sale.\n\nTo track down the current location of the ~mission(Item), restart the satellite's main internal control system. It should activate the tracking protocol and allow you to find the culprits responsible.
- mg_clovus_bladesteal_update_03=UPDATE: It seems Hurston Security's much more competent than I thought. They've identified your location and are sending mercenaries to your position as we speak. Protect the ~mission(Item) until the transfer is complete. Otherwise, all of this will be for naught.
- mg_clovus_bladesteal_update_04=UPDATE: Unfortunate news. Hurston Security has gotten word of our little pilfering ploy and their ruthless thugs are hunting you down at this very moment. It is vital that you protect the ~mission(Item) until the transfer is complete. \n\nIt would be a shame to have come this far only to fail.
- mg_clovus_from=Clovus Darneely
- mg_clovus_havejob_desc=~mission(desc)
- mg_clovus_havejob_desc_0001=I find myself in need of a competent pair of hands. Should you be interested, consider stopping by ~mission(location) at your earliest convenience.\n\n-cd
- mg_clovus_havejob_desc_0002=I hope your travels have been treating you well. If you are in a position where you could use some additional funds, I may have a job for you. Come by ~mission(location) and we will talk.\n\n-cd
- mg_clovus_havejob_desc_0003=The tides of fate seem to be lapping upon your shores. An intriguing job opportunity has crossed my path and I am inclined to send it your way. If you are interested, come to ~mission(location) and we will discuss.\n\n-cd
- mg_clovus_havejob_desc_0004=I have always considered myself a connector of people more than anything else. To that end, an acquaintance of mine requires a task to be completed properly. Should you be interested, come by ~mission(location) and I will elaborate.\n\n-cd
- mg_clovus_havejob_desc_0005=The need has arisen for a special someone to step up and perform a task. It will be paid, of course, upon successful completion. Should you be interested, come by ~mission(location) for details.\n\n-cd
- mg_clovus_havejob_from=Clovus Darneely
- mg_clovus_havejob_marker_01=Clovus
- mg_clovus_havejob_obj_long_01=Meet with Clovus at Reclamation & Disposal.
- mg_clovus_havejob_obj_short_01=Meet Clovus
- mg_clovus_havejob_title=~mission(title)
- mg_clovus_havejob_title_0001=An enticing offer
- mg_clovus_havejob_title_0002=Employment opportunity
- mg_clovus_havejob_title_0003=Added sweat to the brow
- mg_clovus_havejob_title_0004=A fine day's work
- mg_clovus_havejob_title_0005=The possibility of financial security
- mg_clovus_invite_desc_0001=A colleague of mine passed your name along as someone who could be called upon to complete tasks. All your efforts would be appropriately compensated, of course.\n \nShould you find yourself in need of employment, pay me a visit at Reclamation & Disposal.\n\nRegards,\nClovus Darneely
- mg_clovus_invite_from=Clovus Darneely
- mg_clovus_invite_marker_01=Clovus
- mg_clovus_invite_obj_long_01=Meet with Clovus at Reclamation & Disposal.
- mg_clovus_invite_obj_short_01=Meet Clovus
- mg_clovus_invite_title=~mission(title)
- mg_clovus_invite_title_0001=Potential Opportunity
- mg_clovus_satrecover_description=Prototype of CitCon mission.
- mg_clovus_satrecover_obj_long_01=Locate the crashed relay.
- mg_clovus_satrecover_obj_long_02=Retrieve Datachip
- mg_clovus_satrecover_obj_long_03=Reboot the relay to remotely activate the datachip.
- mg_clovus_satrecover_obj_long_04=Retrieve Datachip
- mg_clovus_satrecover_obj_long_05=Return datachip to Clovus at Reclamation & Disposal.
- mg_clovus_satrecover_obj_marker_01=Relay
- mg_clovus_satrecover_obj_marker_03=Reboot
- mg_clovus_satrecover_obj_marker_04=Datachip
- mg_clovus_satrecover_obj_marker_05=Reclamation & Disposal
- mg_clovus_satrecover_obj_short_01=Locate Crashed Relay
- mg_clovus_satrecover_obj_short_02=Retrieve Datachip
- mg_clovus_satrecover_obj_short_03=Reboot Relay
- mg_clovus_satrecover_obj_short_04=Retrieve Datachip
- mg_clovus_satrecover_obj_short_05=Return To Clovus
- mg_clovus_satrecover_title=CitCon_Prototype
- mg_constantine_danger_001=Low
- mg_constantine_danger_002=Medium
- mg_constantine_danger_003=High
- mg_constantine_description=~mission(Description)
- mg_constantine_from=~mission(From)
- mg_constantine_invite_desc=~mission(description)
- mg_constantine_invite_desc_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: N/A\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: N/A\nRUSH CONTRACT: N/A\n\nI've recently been made aware of your work history and after careful review, I would like to invite you to meet with me to discuss your future with my family's company, Hurston Dynamics. \n\nMy office is located in the Central Business District at the Transfers Commodity Exchange. I am situated prominently in the rear above the trading floor. \n\nBest regards.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- mg_constantine_invite_from=Constantine Hurston
- mg_constantine_invite_marker_01=C. Hurston
- mg_constantine_invite_marker_01a=Transfers Exchange
- mg_constantine_invite_obj_long_01=Go to Transfers Commodity Exchange to meet with Jr. Outsourcing Agent Constantine Hurston.
- mg_constantine_invite_obj_short_01=Meet With C. Hurston
- mg_constantine_invite_title=~mission(title)
- mg_constantine_invite_title_001=Outsourcing Opportunity
- mg_constantine_oredelivery_desc_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Ore Consignment\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nOne of our mining stations, ~mission(Location), has completed processing a special order. A contractor is needed to collect the sample and deliver it back to ~mission(Destination).\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
- mg_constantine_oredelivery_title_001=Ore Consignment
- mg_constantine_timed_001=Yes
- mg_constantine_timed_002=No
- mg_constantine_title=~mission(Title)
- MG_Debug_has_done_missions_false=I have never accepted a mission from this MG
- MG_Debug_has_done_missions_true=I have previously won or lost a mission for this MG
- MG_Debug_has_met_false=I have not met this MG (warning: sets false for ALL MGs)
- MG_Debug_has_met_true=I have met this MG (warning: sets true for ALL MGs)
- MG_Debug_last_mission_failed=I failed my last mission
- MG_Debug_last_mission_succeeded=I succeeded at my last mission
- MG_Debug_mission_count_0=Mission giver has no missions
- MG_Debug_mission_count_1=Mission giver has one mission
- MG_Debug_mission_count_2=Mission giver has multiple missions
- MG_Debug_mission_is_lawful_false=The available mission is unlawful
- MG_Debug_mission_is_lawful_true=The available mission is lawful
- MG_Debug_on_mission_false=I am not currently on a mission for MG
- MG_Debug_on_mission_true=I am already on a mission for MG
- MG_Debug_qualify_false=I do not have an invitation to meet this MG
- MG_Debug_qualify_true=I have an invitation to meet this MR
- MG_Debug_start_options=Choose history and mission details
- MG_Debug_start_random=Randomize history and mission details
- MG_Hurston_from=Constantine Hurston
- MG_hurston_invite_desc=PLACEHOLDER
- MG_hurston_invite_from=Hurston - PLACEHOLDER
- MG_hurston_invite_marker=Constantine - PLACEHOLDER
- MG_hurston_invite_obj_long=PLACEHOLDER
- MG_hurston_invite_obj_short=PLACEHOLDER
- MG_hurston_invite_title=Hurston Invite - PLACEHOLDER
- mg_klim_deliver_drug_desc_0001=There's no mystery to this. It's a simple delivery run. I got a batch of ~mission(Item) that I need moved to ~mission(Destination). ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n- Wallace
- mg_klim_deliver_drug_desc_0002=I need myself a solid runner. Got a fresh batch of ~mission(Item) that needs to get dropped over at ~mission(Destination). ~mission(Contractor|Danger)Anyway, get it there safe and walk away. ~mission(Contractor|Timed)\n\n-Wallace
- mg_klim_deliver_drug_desc_0003=I just whipped up a special batch of ~mission(Item) and I gotta say, it's a total monster. Talk about unplugging... Anyway, I need to get a sample out to some of my people, you know, start spreading the word with the wastoids that a new era's coming. That's where you come in. Take the package over to ~mission(Destination) and leave it there. My people will take it from there. ~mission(Contractor|Timed)Do that for me and I'll get you paid. ~mission(Contractor|Danger)\n\n- Wallace
- mg_klim_deliver_drug_desc_0004=There's been a bit of a drought of ~mission(Item) in the system after someone spiked some of the chems in the last batch of the other local suppliers. Sounds like a primo chance to edge in on some marketshare, yeah? I whipped up a batch and need to start spreading it around. I'll hook you up with a package and you take it to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n- Wallace
- mg_klim_deliver_drug_desc_0005=I've been hearing rumbles that the Otoni Group's trying to crack into the narco market over here. They've been trying to seep swill quality product at twice the price. Now I've found a new synthetic that I can add to my ~mission(Item) that not only makes it cheaper to cook, but adds a wicked hook to the high. With my stuff, everybody wins. Except the Otonis. \n\nI put together a sample and need you to run it over to ~mission(destination). My crew will take it from there. ~mission(Contractor|Danger)After that, you get paid. ~mission(Contractor|Timed)\n\n- Wallace
- mg_klim_deliver_drug_obj_long_01=Pick up product on Levski.
- mg_klim_deliver_drug_obj_long_02=Pick up product
- mg_klim_deliver_drug_obj_long_03=Deliver it to ~mission(Destination)
- mg_klim_deliver_drug_obj_short_01=Go Here
- mg_klim_deliver_drug_obj_short_02=Grab Stuff
- mg_klim_deliver_drug_obj_short_03=Deliver Goods
- mg_klim_deliver_drug_timed_0001=I got a lotta thirsty folks waiting on this, so get your hustle on, yeah?
- mg_klim_deliver_drug_timed_0002=Let's move this stuff on the quick. Faster they get it, the quicker they use it.
- mg_klim_deliver_drug_timed_0003=You'll be on a clock with this one. I need this delivered quick.
- mg_klim_deliver_drug_timed_0004=I need this done now. Okay? No sense in sitting on the stuff and letting the law catch wind of it.
- mg_klim_deliver_drug_title=~mission(Title)
- mg_klim_deliver_drug_title_0001=Chem run
- mg_klim_deliver_drug_title_0002=Need a re-up delivered
- mg_klim_deliver_drug_title_0003=Need your services
- mg_klim_deliver_drug_title_0004=mmmmmmmmmmmmmoney?
- mg_klim_deliver_drug_title_0005=a quick little drop
- mg_klim_deliver_drug_title_0006=how about a run?
- mg_klim_deliver_drug_trouble_0001=Keep an eye out too. Word is there might be some undesirables circling. Armed ones.
- mg_klim_deliver_drug_trouble_0002=Also, a little bird told me this run might get a little dangerous, so better prep yourself.
- mg_klim_deliver_drug_trouble_0003=I'd bring some guns too if I was you. I have a feeling this might get a little dangerous.
- mg_klim_deliver_drug_trouble_0004=Keep your wits about you. These are dangerous times we're living in.
- mg_klim_from=Wallace Klim
- mg_klim_from_001=Wallace
- mg_klim_from_002=WK
- mg_klim_from_003=Klim
- mg_klim_from_004=ChemBuddy
- mg_klim_invite_convo_opt_1=You invited me here.
- mg_klim_invite_convo_opt_2=Nothing.
- mg_klim_invite_desc=~mission(description)
- mg_klim_invite_desc_0001=Hey there. Hear you handled yourself pretty well out there. If you find yourself on Grim HEX and looking for work, you should look me up. I'm always in the market for good people to work with.\n\n- Wallace
- mg_klim_invite_desc_0002=You don't know me, but I know you... second-hand, of course. Anyway, I like the way you take care of business. Cool. Collected. A real professional. I need people like that from time to time to pull of jobs that need to get done right. If you're interested, come and find me on Grim HEX. We'll talk more.\n\n- Wallace
- mg_klim_invite_desc_0003=I got your info from a contact of mine. Said you were the real deal. Didn't rattle. I'm in the market for those kind of people who can deliver a job as promised and not ask too many questions. If that's you, we should talk. Come by Grim HEX and hunt me down if you're interested.\n\n- Wallace
- mg_klim_invite_from=Wallace Klim
- mg_klim_invite_marker=Wallace
- mg_klim_invite_obj_long=Meet with Wallace Klim in Grim HEX.
- mg_klim_invite_obj_short=Meet with Wallace
- mg_klim_invite_title=~mission(title)
- mg_klim_invite_title_0001=looking for work
- mg_klim_planetcollect_chem_desc=~mission(Desc)
- mg_klim_planetcollect_chem_desc_0001=I'm just about to start up a new batch and turns out I'm running low on some key ~mission(Item), so I need you to get them for me. Shouldn't be that rough of a gig really. Just head on over to ~mission(Location) and pick up a shipment. My contacts on the inside should have it all ready for you. Then just drop it over at ~mission(Destination), my people will take it from there. \n\nSee? not rough at all.\n\n- Wallace
- mg_klim_planetcollect_chem_desc_0002=Here's the deets. Need some ~mission(Item) picked up from a supplier at ~mission(Location) and dumped over at ~mission(Destination). I already got somebody else lined up to bring it to me direct, so you don't gotta worry, just take your money and enjoy yourself.\n\n- Wallace
- mg_klim_planetcollect_chem_desc_0003=My supply closet's dry and I got a batch cooking, so I need somebody to pick up some ~mission(Item) from ~mission(Location) and dumped at ~mission(Destination). I'll get someone else to bring it the rest of the way. Gotta keep the law confused, right? Anyway, I'll get you your credits once it's done.\n\n- Wallace
- mg_klim_planetcollect_chem_desc_0004=Could you snag ~mission(Item) from some contacts of mine at ~mission(Location)? You don't even need to bring them back here. I've got another mug ready to pick them up at ~mission(Destination) and take them the rest of the way. \n\n- Wallace
- mg_klim_planetcollect_chem_desc_0005=Fiends never stop fiending, right? I've run out of ingredients here and need a fresh supply of ~mission(Item) brought in so production doesn't slow down. I found a connect at ~mission(Location) who's willing to part with some. I just need you to pick it up and move it to ~mission(Destination). I'll take care of it from there. You'll have the credits after you make the drop.\n\n- Wallace
- mg_klim_planetcollect_chem_obj_long_01=Go to pickup site.
- mg_klim_planetcollect_chem_obj_long_02=Collect ~mission(Item) from site.
- mg_klim_planetcollect_chem_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- mg_klim_planetcollect_chem_obj_short_01=Pickup Site
- mg_klim_planetcollect_chem_obj_short_02=Collect Chemicals
- mg_klim_planetcollect_chem_obj_short_03=Deliver Chemicals
- mg_klim_planetcollect_chem_title=~mission(Title)
- mg_klim_planetcollect_chem_title_0001=chem run
- mg_klim_planetcollect_chem_title_0002=call for ~mission(Item)
- mg_klim_planetcollect_chem_title_0003=need some mats
- mg_klim_planetcollect_chem_title_0004=looking for a hookup
- mg_klim_planetcollect_chem_title_0005=supply run
- mg_miles_assassin_danger_0001=Odds are ~mission(TargetName|Last) will put up a fight, so be ready.
- mg_miles_assassin_danger_0002=You better come at them with your A-game, this ain't gonna be easy.
- mg_miles_assassin_danger_0003=You'll want to arm up for this. ~mission(TargetName|NickOrFirst) won't go quietly.
- mg_miles_assassin_danger_0004=Based on their rep, I'd expect this op to be a brawl.
- mg_miles_assassin_danger_0005=I've heard the name before. Might wanna arm up and hit them before they see you coming.
- mg_miles_assassin_desc=~mission(Contractor|AssassinationDescription)
- mg_miles_assassin_desc_0001=Here's the details on that little favor we talked about. You're looking for ~mission(TargetName) and I'll send you ~mission(location). ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
- mg_miles_assassin_desc_0002=Name: ~mission(TargetName)\n~mission(Contractor|AssassinationTimed) I've also attached ~mission(location) to this message. Make sure it gets done right. ~mission(Contractor|AssassinationDanger)
- mg_miles_assassin_desc_0003=Target's name is ~mission(TargetName). I'll attach ~mission(location). ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger) Whatever you gotta do, get it done.
- mg_miles_assassin_desc_0004=Here you go.\nName:~mission(TargetName)\nIt ain't much but I've also tacked on ~mission(location), so you should be good to go. \n~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
- mg_miles_assassin_desc_0005=Here's all the info I got. The target's name is ~mission(TargetName). Don't know what they did, but they sure pissed somebody off bad. Anyway, I'm sending ~mission(location). You find them, you end them, you get paid. Simple as that. ~mission(Contractor|AssassinationDanger) ~mission(Contractor|AssassinationTimed)
- mg_miles_assassin_loc_0001=latest point of contact
- mg_miles_assassin_loc_0002=the last point of contact
- mg_miles_assassin_loc_0003=their last known whereabouts
- mg_miles_assassin_loc_0004=their most recent sighting
- mg_miles_assassin_obj_long_01=Search for target at ~mission(location).
- mg_miles_assassin_obj_long_02=Find and neutralize ~mission(TargetName).
- mg_miles_assassin_obj_short_01=Target's Location
- mg_miles_assassin_obj_short_02=Kill Target
- mg_miles_assassin_sync_danger_high=Also, these two are heavy hitters - well trained and well armed. Be ready to face some serious resistance trying to take them down.
- mg_miles_assassin_sync_danger_low=If you can corner them, you shouldn't run into too much trouble. These two normally work alone for the most part.
- mg_miles_assassin_sync_danger_medium=Also, chances are these two might have a few escorts tagging along.
- mg_miles_assassin_sync_desc_001=I need two separate targets taken out: ~mission(TargetName) and ~mission(TargetName2) \n\nProblem is, either one gets word about the other being hit, they’ll go to ground. Can’t risk losing either of them. \n\nIt’ll take considerable coordination, but I want you to hit them both at the same exact time. \n\nAnd since you can’t be in two places at once, you’ll need to find someone you can trust to help on this.\n\n~(Mission_Difficulty|Danger)
- mg_miles_assassin_sync_desc_002=A price has been set on the heads of ~mission(TargetName) and ~mission(TargetName2). \n\nWhile having to hit two targets isn't that weird, the client wants to send a very specific message, so they need to targets hit at the exact same moment. The extra credits should make up for the hassle.\n\nAnd unfortunately since the pair aren't traveling together, it goes without saying that to pull it off you're gonna need some help. Make sure you bring people you trust.\n\n~(Mission_Difficulty|Danger)
- mg_miles_assassin_sync_desc_003=Interesting hit came across my desk. Contract's for two targets that need to be taken out at the same time. \n\nGuess the client is worried that if they aren't eliminated together, one of them will go dark and try to get some revenge.\n\nThey go by ~mission(TargetName) and ~mission(TargetName2).\n\nFind yourself a team, divide and conquer.\n\n~(Mission_Difficulty|Danger)
- mg_miles_assassin_sync_title_001=Double-Tap
- mg_miles_assassin_sync_title_002=Coordinated Takedown
- mg_miles_assassin_sync_title_003=Two In the Head
- mg_miles_assassin_timed_0001=There's a clock on this op, so move quick.
- mg_miles_assassin_timed_0002=Word of this contract's bound to slip out, so I'd recommend taking out ~mission(TargetName|NickOrFirst) before they get wise and vanish.
- mg_miles_assassin_timed_0003=You might wanna hurry on this.
- mg_miles_assassin_timed_0004=Clients want this taken care of quick.
- mg_miles_assassin_timed_0005=This needs to be done now. Get me?
- mg_miles_assassin_title=~mission(Contractor|AssassinationTitle) (~mission(TargetName))
- mg_miles_assassin_title_0001=A little job
- mg_miles_assassin_title_0002=Need you to meet someone
- mg_miles_assassin_title_0003=Conflict Resolution
- mg_miles_assassin_title_0004=End of the line
- mg_miles_assassin_title_0005=Hatchet job
- mg_miles_blackboxillegal_desc=~mission(desc)
- mg_miles_blackboxillegal_desc_0001=A ~mission(ship) met a tragic end and the hands of some individuals who have expressed deep remorse about the whole incident and are willing to pay to make it disappear. I'll need you to go to ~mission(location), snag the ~mission(item), and bring it to ~mission(destination) to get wiped. ~mission(rush)~mission(trouble)
- mg_miles_blackboxillegal_desc_0002=One of my longtime clients has what you might call 'particular tastes' that don't quite fit within the boundaries of the law. Unfortunately for them, they also have a weak will, so they slip from time to time. I'm not going to name names, but let's just say, you've heard of them. Whenever they have one of their little 'accidents,' they're willing to pay to clean it up. This particular incident happened aboard a ~mission(ship), so I'll need you to go out to ~mission(location) and pull the ~mission(item). A contact of mine at ~mission(destination) can handle the scrub, so just give them the box and walk away. ~mission(rush)~mission(trouble)
- mg_miles_blackboxillegal_desc_0003=Here's the details for the op I mentioned. I need you to snag a ~mission(item) from a ~mission(ship) that went down. This time though, I'm gonna need you to take it to ~mission(destination) instead. ~mission(trouble)I'll send you the ~mission(location). ~mission(rush)
- mg_miles_blackboxillegal_desc_0004=Should be pretty straightforward. I'm gonna send you some location data for a downed ~mission(ship). You head to ~mission(location) and pull the ~mission(item). ~mission(trouble)Once you're clear, you're gonna take it to one of my people on ~mission(destination). ~mission(rush)
- mg_miles_blackboxillegal_desc_0005=This is more of a paid favor than an official gig. I need a ~mission(ship)'s ~mission(item) retrieved and disposed of. You don't want to know the details here, but just understand that some really powerful people need this handled discretely. Once you've got it, all you gotta do is drop it off at ~mission(destination) and walk away. ~mission(trouble)~mission(rush)
- mg_miles_blackboxillegal_obj_long_01=Go to ~mission(location)
- mg_miles_blackboxillegal_obj_long_02=Recover the ~mission(item) from the wreckage.
- mg_miles_blackboxillegal_obj_long_03=Deliver ~mission(item) to ~mission(destination).
- mg_miles_blackboxillegal_obj_short_01=~mission(ship)'s Location
- mg_miles_blackboxillegal_obj_short_02=Recover ~mission(item)
- mg_miles_blackboxillegal_obj_short_03=Deliver ~mission(item)
- mg_miles_blackboxillegal_rush_0001=You'll have to move quickly. The client needs this resolved now.
- mg_miles_blackboxillegal_rush_0002=I need this handled now, so drop whatever you're doing and get this done.
- mg_miles_blackboxillegal_rush_0003=Take care of this quick, okay? Sooner it goes away, the sooner you get paid.
- mg_miles_blackboxillegal_rush_0004=Client wants this to happen now, so take care of it.
- mg_miles_blackboxillegal_title=~mission(title) (~mission(item))
- mg_miles_blackboxillegal_title_0001=Black Box Recovery
- mg_miles_blackboxillegal_title_0002=Content Deletion
- mg_miles_blackboxillegal_title_0003=Wipe job
- mg_miles_blackboxillegal_trouble_0001=You're gonna be heading into a hot zone, so keep an eye out for trouble.
- mg_miles_blackboxillegal_trouble_0002=Got word there still might be hostiles in the area, so watch out.
- mg_miles_blackboxillegal_trouble_0003=Might still be some trouble in the area, so stay sharp.
- mg_miles_blackboxillegal_trouble_0004=Odds are this is gonna lead into a fight, so make sure you're armed up.
- mg_miles_blackboxlegal_desc=~mission(desc)
- mg_miles_blackboxlegal_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nYou are tasked with the retrieval of a ~mission(item). You will make your way to ~mission(location), extract the ~mission(item) and take it to ~mission(destination). ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_blackboxlegal_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nThis is a standard black box retrieval op. Contractor will need to travel to the wreck of a ~mission(ship) and safely extract the ship's ~mission(item). ~mission(trouble)Client was very specific that the ~mission(item) can not be damaged in any way. Once complete, you will deliver the ~mission(item) to ~mission(destination).\n\n~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_blackboxlegal_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA ~mission(ship) has been reported as destroyed and the client has hired us to retrieve its ~mission(item) to understand what happened. You will travel to ~mission(location), retrieve the ~mission(item) and return it to ~mission(destination). ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_blackboxlegal_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA ~mission(ship) declared overdue was confirmed destroyed earlier this week. The client has requested for a contractor to travel to ~mission(location) and retrieve its ~mission(item). You will enter the ~mission(ship), extract the ~mission(item) and safely transport it to ~mission(destination). ~mission(trouble)~mission(rush) \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_blackboxlegal_item_0001=black box
- mg_miles_blackboxlegal_item_0002=flight record
- mg_miles_blackboxlegal_item_0003=flight recorder
- mg_miles_blackboxlegal_item_0004=NavDrive
- mg_miles_blackboxlegal_loc_0001=the ~mission(ship)'s final postition
- mg_miles_blackboxlegal_loc_0002=the last point of contact
- mg_miles_blackboxlegal_loc_0003=the ~mission(ship)'s final position before its signal was lost
- mg_miles_blackboxlegal_loc_0004=the wreckage
- mg_miles_blackboxlegal_obj_long_01=Go to ~mission(location).
- mg_miles_blackboxlegal_obj_long_02=Recover the ~mission(item) from the wreckage.
- mg_miles_blackboxlegal_obj_long_03=Return ~mission(item) to ~mission(destination).
- mg_miles_blackboxlegal_obj_short_01=~mission(ship)'s Location
- mg_miles_blackboxlegal_obj_short_02=Recover ~mission(item)
- mg_miles_blackboxlegal_obj_short_03=Return ~mission(item)
- mg_miles_blackboxlegal_rush_0001=This is a valued client, so the company wants it resolved quickly.
- mg_miles_blackboxlegal_rush_0002=This is flagged as a priority mission.
- mg_miles_blackboxlegal_rush_0003=The client has requested a rush job on this op.
- mg_miles_blackboxlegal_title=~mission(title) (~mission(item))
- mg_miles_blackboxlegal_title_0001=Black Box Recovery
- mg_miles_blackboxlegal_trouble_0001=Intel suggests that hostile elements may be in the area. Standard ROE applies.
- mg_miles_blackboxlegal_trouble_0002=Combat is highly likely during this op. Use caution.
- mg_miles_blackboxlegal_trouble_0003=Analytics department has indicated that there is a high possibility of hostile contact. Prepare accordingly.
- mg_miles_bounty_desc=~mission(Contractor|BountyDescription)
- mg_miles_bounty_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA legal bounty has been issued for ~mission(TargetName). ~mission(elite)This contract has been authorized to allow lethal force. ~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_bounty_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWANTED: ~mission(TargetName)\nA legal bounty has been issued for the above mentioned for violation of Imperial law. ~mission(elite)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_bounty_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nYou are hereby authorized to track and subdue ~mission(TargetName). ~mission(elite)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_bounty_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe have a sworn bounty contract for ~mission(TargetName). You are authorized to use whatever force is necessary to subdue the target. ~mission(elite)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_bounty_elite_0001=Based on our psychological profile, this is classified as a high-risk bounty.
- mg_miles_bounty_elite_0002=Target has been flagged as extremely dangerous.
- mg_miles_bounty_elite_0003=Use caution when engaging, the target will be armed and dangerous.
- mg_miles_bounty_location_0001=We have a potential last known location for the target.
- mg_miles_bounty_location_0002=We will provide data that might indicate where ~mission(TargetName|Last) is hiding.
- mg_miles_bounty_location_0003=Our sources have provided the target's last known whereabouts.
- mg_miles_bounty_obj_long_01=Search for bounty’s current location. Targets hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
- mg_miles_bounty_obj_long_02=Find and apprehend ~mission(TargetName).
- mg_miles_bounty_obj_short_01=Locate Bounty
- mg_miles_bounty_obj_short_02=Subdue Bounty
- mg_miles_bounty_rush_0001=You'll have to move fast.
- mg_miles_bounty_rush_0002=You will have a very specific window of opportunity. Take them down before they disappear again.
- mg_miles_bounty_rush_0003=The target is a known flight risk, so you will need to act quickly.
- mg_miles_bounty_title=~mission(Contractor|BountyTitle): ~mission(TargetName)
- mg_miles_bounty_title_0001=Bounty Issued
- mg_miles_bounty_title_0002=Bounty Contract
- mg_miles_bounty_title_E=CrimeStat 2 Bounty Contract
- mg_miles_bounty_title_H=CrimeStat 4 Bounty Contract
- mg_miles_bounty_title_M=CrimeStat 3 Bounty Contract
- mg_miles_bounty_title_VE=CrimeStat 1 Bounty Contract
- mg_miles_bounty_title_VH=CrimeStat 5 Bounty Contract
- mg_miles_capturegang_complete_desc=\nAll the ranking members of the Arlington gang are now behind bars and their criminal gang is out of commission. \n\nThis was a pretty impressive collar. Good work.\n\n-Miles\n\nMiles Eckhart\nFounder & CEO\nEckhart Security, LLC.
- mg_miles_capturegang_complete_title=Arlington Gang Incarcerated
- mg_miles_capturegang_desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam ‘Weepy’ Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nAn anonymous comm has tipped us off that Les Arlington, child of gang leader Maltrox Arlington, had been spotted picking up a delivery at a Covalex transfer center. We will provide you with the coordinates of where we believe their current whereabouts are.\n\nLes is an experienced pilot who has been flying for almost as long as they’ve been walking and usually serves as the gang’s get-away pilot. It may be worthwhile to bring extra support ships in order to cut off any attempts at escape.\n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_desc_002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam ‘Weepy’ Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nWe have received word that Nicks Cantwell, long-time acquaintance and confident of Maltrox Arlington, was spotted trying to purchase a high-density mining laser, the kind frequently used in past ship-jacking attempts to strategically breach hulls. We have provided coordinates for Nicks’ last known location. \n\nNicks is a highly regarded munitions expert among criminal circles and often leaves a path of destruction in his wake. It is advised to bring an increased level of firepower to this encounter.\n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_desc_003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam ‘Weepy’ Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nSam ‘Weepy’ Arlington was flagged by automated security systems at an R&R after being involved in a drunken brawl. Weepy was able to clear the station before response teams arrived, but we have been able to track him down to where we currently think he’s holed up.\n\nWeepy is gang leader Maltrox Arlington’s uncle and main enforcer. His anger issues combined with a long history of substance abuse make him a true wildcard. Expect him to put up significant resistance when cornered by you and your mustered forces.\n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_desc_004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam ‘Weepy’ Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nRecently a security terminal was illegally accessed using a unique custom cryptokey that had been utilized in a heist last year by one Oslo Arlington, the younger sibling of gang leader Maltrox Arlington. While we we’re unable to positively confirm if the terminal was hacked by Oslo or not, we feel it is worth investigating.\n\nExtremely intelligent, tech savvy and a renowned strategist, Oslo has proven difficult to capture in the past. If this lead does result in finding Oslo, a well coordinated tactical strike team would be advantageous to a successful engagement. \n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_desc_005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam ‘Weepy’ Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nTwo bank guards were reported missing last week. A few hours ago, their bodies turned up in a trash heap in Magnus with their biometrics stolen. Thankfully, a nearby dumpling cart had a security camera that captured the corpses being dropped. Facial recognition was able to ID one Kass Dent, romantic partner to Maltrox Arlington and parent of Les Arlington. Using the vid to construct a timeline, we have provided the coordinates of where Kass is currently believed to be hiding. \n\nKass is suspected of a long list of murders, with these two only being the most recent. We recommend only bringing highly skilled wingman to try and keep the casualty count at a minimum. \n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_desc_006=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam ‘Weepy’ Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nMaltrox Arlington has been keeping a low profile recently, but we think he's come out of hiding. A patrol was refueling at a station when one of their ships was boosted. Maltrox is the most likely suspect. While the regtag was temporarily deactivated, we have been able to trace the ship’s quantum signature and have provided you those coordinates.\n\nA third generation criminal, the Arlington gang has been under Maltrox’s leadership for the past six years. Be aware, this is a smart, aggressive, and very dangerous target. The more resources you can bring to bear, the more likely it is that we can bring Maltrox in one and for all. \n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_desc_idris=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nIt appears that second time's the charm for the Arlington gang. After one failed attempt, the recently escaped criminal family has managed to boost an Idris from a repair yard. Now we know what the mining laser and biometrics they stole were for. \n\nSince we had such success capturing them the first time, Eckhart Security has been granted the warrant for the gang’s arrest. This is going to take considerable firepower to bring down a capital ship of this ability.\n\nYou are authorized to use whatever force is necessary to track down the Idris and neutralize the gang.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_capturegang_escape_desc=\nGuess we celebrated too soon. Word came in a little while that there was a prison break. The Arlington gang somehow smuggled in components for an explosive and broke out.\n\nQuality work by whatever genius decided to put them all into the same holding facility. \n\nNot sure if they are the revenge type, but figured you deserved a head's up in case they come gunning for you. \n\n-Miles\n\nMiles Eckhart\nFounder & CEO\nEckhart Security, LLC.
- mg_miles_capturegang_escape_title=Arlington Gang Escaped
- mg_miles_capturegang_idris_marker_001=Stolen Idris
- mg_miles_capturegang_idris_obj_long_001=Travel to the last known coordinates of the Arlington gang's stolen Idris.
- mg_miles_capturegang_idris_obj_long_002=Neutralize all members of the Arlington gang.
- mg_miles_capturegang_idris_obj_short_001=Locate Idris
- mg_miles_capturegang_idris_obj_short_002=Neutralize Arlington Gang: %|s
- mg_miles_capturegang_idris_subobj_long_002a=Neutralize Les Arlington.
- mg_miles_capturegang_idris_subobj_long_002b=Neutralize Nicks Cantwell
- mg_miles_capturegang_idris_subobj_long_002c=Neutralize Sam 'Weepy' Cantwell
- mg_miles_capturegang_idris_subobj_long_002d=Neutralize Oslo Arlington
- mg_miles_capturegang_idris_subobj_long_002e=Neutralize Kass Dent
- mg_miles_capturegang_idris_subobj_long_002f=Neutralize Maltrox Arlington
- mg_miles_capturegang_marker_001=Les Arlington
- mg_miles_capturegang_marker_002=Nicks Cantwell
- mg_miles_capturegang_marker_003=Sam ‘Weepy’ Arlington
- mg_miles_capturegang_marker_004=Oslo Arlington
- mg_miles_capturegang_marker_005=Kass Dent
- mg_miles_capturegang_marker_006=Maltrox Arlington
- mg_miles_capturegang_obj_long_001=Travel to Arlington gang member ~mission(Target)'s last known coordinates and locate the target.
- mg_miles_capturegang_obj_long_002=Engage ~mission(Target) and neutralize the target.
- mg_miles_capturegang_obj_short_001=Locate ~mission(Target)
- mg_miles_capturegang_obj_short_002=Neutralize ~mission(Target)
- mg_miles_capturegang_title_001=Capture Arlington Gang Member Les Arlington
- mg_miles_capturegang_title_002=Capture Arlington Gang Member Nicks Cantwell
- mg_miles_capturegang_title_003=Capture Arlington Gang Member Sam ‘Weepy’ Arlington
- mg_miles_capturegang_title_004=Capture Arlington Gang Member Oslo Arlington
- mg_miles_capturegang_title_005=Capture Arlington Gang Member Kass Dent
- mg_miles_capturegang_title_006=Capture Arlington Gang Leader Maltrox Arlington
- mg_miles_capturegang_title_idris=Idris Stolen By Arlington Gang
- mg_miles_collectcargo_legal_danger_0001=This contract has been flagged for potential combat encounters.
- mg_miles_collectcargo_legal_danger_0002=Operator should prepare for hostile contact.
- mg_miles_collectcargo_legal_danger_0003=Intel reports that hostile elements have been spotted in the area. Use caution.
- mg_miles_collectcargo_legal_danger_0004=Operator is cleared for combat engagement. Standard ROE applies.
- mg_miles_collectcargo_legal_desc=~mission (description)
- mg_miles_collectcargo_legal_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nClients have lost an ~mission(item) in transit. The ~mission(ship) charged with transporting it went down. You will need to go to ~mission(location), retrieve the ~mission(item), and deliver it to ~mission(destination). ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_collectcargo_legal_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nA ~mission(ship) that was transporting a ~mission(item) went down in system. Clients have tasked us with heading to the ~mission(location), retrieving the ~mission(item) and delivering it to ~mission(destination). ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_collectcargo_legal_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nThis is a standard retrieval op. You are to retrieve a ~mission(item) from the wreckage of a ~mission(ship) and deliver it safely to ~mission(destination). We will provide ~mission(location). ~mission(danger) Take all neccessary steps to ensure that the ~mission(item) is intact. ~mission(timed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_collectcargo_legal_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nOur client has recently lost a ~mission(ship) while in transit. Although the company has registered the loss with local authorities and insurance, they have requested for one of our operatives to travel to the ~mission(location) and retrieve a particular ~mission(item) that was being transported and continue its transport to ~mission(destination). ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_collectcargo_legal_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nContract requires the safe retrieval of a ~mission(item) from a ~mission(ship) wreck and subsequent delivery to ~mission(destination). Head to the ~mission(location) and take care of it. ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_collectcargo_legal_obj_long_01=Go to ~mission(location)
- mg_miles_collectcargo_legal_obj_long_02=Retrieve the ~mission(item)
- mg_miles_collectcargo_legal_obj_long_03=Deliver the ~mission(item) to ~mission(destination)
- mg_miles_collectcargo_legal_obj_short_01=Wreck Site
- mg_miles_collectcargo_legal_obj_short_02=Retrieve ~mission(item)
- mg_miles_collectcargo_legal_obj_short_03=Deliver ~mission(item)
- mg_miles_collectcargo_legal_timed_0001=This is a priority contract.
- mg_miles_collectcargo_legal_timed_0002=Client has also stipulated a timed delivery on this.
- mg_miles_collectcargo_legal_timed_0003=Client has requested expedited service on this contract.
- mg_miles_collectcargo_legal_timed_0004=This contract comes with a tight delivery deadline.
- mg_miles_collectcargo_legal_title=~mission (title) (Approval: ~mission(approvalcode))
- mg_miles_collectcargo_legal_title_0001=Cargo Retrieval
- mg_miles_collectcargo_legal_title_0002=Secure Cargo
- mg_miles_collectcargo_legal_title_0003=Cargo Salvage
- mg_miles_delivercargo_lawful_danger_0001=You are cleared to engage any hostiles you encounter.
- mg_miles_delivercargo_lawful_danger_0002=Intel suggests a high probability of hostile engagement. Plan accordingly.
- mg_miles_delivercargo_lawful_danger_0003=This contract has been flagged as a potential combat mission.
- mg_miles_delivercargo_lawful_danger_0004=Latest intel indicates an increase in violent contact in this contract's area of operations. Operator should be prepared for potential combat.
- mg_miles_delivercargo_lawful_danger_0005=Operator is cleared for hostile engagement. Standard ROE applies.
- mg_miles_delivercargo_lawful_desc=~mission(description)
- mg_miles_delivercargo_lawful_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Delivery\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nClient has requested a delivery run. You will pick up a ~mission(item) at ~mission(location) and transport it safely to ~mission(destination). ~mission(danger)~mission(timed) \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_delivercargo_lawful_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Delivery\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nStandard courier contract. Operator will be required to transport ~mission(item) from ~mission(location) to ~mission(destination). ~mission(danger)~mission(timed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_delivercargo_lawful_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Delivery\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nOperator will be responsible for the safe and efficient transport of a ~mission(item).\nPICKUP: ~mission(location)\nDELIVER TO: ~mission(destination)\nOTHER NOTES:\n~mission(request)\n~mission(timed)\n~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_delivercargo_lawful_obj_long_01=Go to ~mission(location)
- mg_miles_delivercargo_lawful_obj_long_02=Pick up ~mission(item)
- mg_miles_delivercargo_lawful_obj_long_03=Deliver ~mission(item) to ~mission(destination)
- mg_miles_delivercargo_lawful_obj_short_01=Pickup Site
- mg_miles_delivercargo_lawful_obj_short_02=Pickup
- mg_miles_delivercargo_lawful_obj_short_03=Deliver
- mg_miles_delivercargo_lawful_timed_0001=This has been designated as a priority mission.
- mg_miles_delivercargo_lawful_timed_0002=The client has requested a rush delivery.
- mg_miles_delivercargo_lawful_timed_0003=Please complete this contract as quickly as possible.
- mg_miles_delivercargo_lawful_timed_0004=This is an urgent contract. Please complete quickly.
- mg_miles_delivercargo_lawful_timed_0005=The client has requested expedited service for this contract.
- mg_miles_delivercargo_lawful_title=~mission(title) (Approval: ~mission(approvalcode))
- mg_miles_delivercargo_lawful_title_0001=Delivery
- mg_miles_delivercargo_lawful_title_0002=Courier Op
- mg_miles_delivercargo_lawful_title_0003=Cargo Delivery
- mg_miles_delivercargo_lawful_var_0001=Client has requested that the ~mission (item) is not stored in direct sunlight.
- mg_miles_delivercargo_lawful_var_0002=Client has requested that the ~mission(item) is not placed near excessive low frequency emitters.
- mg_miles_delivercargo_lawful_var_0003=Client has requested that the ~mission(item) is not opened.
- mg_miles_delivercargo_lawful_var_0004=Client has requested that ~mission(item) must be protected from excessive concussive emitters.
- mg_miles_escort_scan_desc=~mission(Desc)
- mg_miles_escort_scan_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nSurvey ship has requested ~mission(EscortType) to accompany during scanning activity. Rendezvous with your contact at ~mission(location). You will need to stay within acceptable proximity to client and protect them in the event of hostile contact. Intended route will be dictated by client.\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_escort_scan_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client has requested ~mission(EscortType). You will not only escort the client, but protect them in the event hostile contact. You will rendezvous at ~mission(location) and Client will provide information about proposed route.\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_escort_scan_obj_long_01=Go to ~mission(location)
- mg_miles_escort_scan_obj_long_02=Hold until further support.
- mg_miles_escort_scan_obj_long_03=Hold until scan is complete.
- mg_miles_escort_scan_obj_long_04=Escort ~mission(ClientType) to nav point.
- mg_miles_escort_scan_obj_long_04a=Protect the ~mission(ClientType)
- mg_miles_escort_scan_obj_long_04b=Combat Pay Bonus
- mg_miles_escort_scan_obj_long_05=Escort ~mission(ClientType) to final destination.
- mg_miles_escort_scan_obj_short_01=Meet client
- mg_miles_escort_scan_obj_short_02=Hold For Support
- mg_miles_escort_scan_obj_short_03=Hold position.
- mg_miles_escort_scan_obj_short_04=Escort
- mg_miles_escort_scan_obj_short_04a=Protect
- mg_miles_escort_scan_obj_short_05=Escort
- mg_miles_escort_scan_obj_short_05a=Destination
- mg_miles_escort_scan_title=~mission(title) (Approval: ~mission(ApprovalCode))
- mg_miles_escortscan_title_0001=Escort Contract
- mg_miles_escortscan_title_0002=Op File: Escort Mission (Survey)
- mg_miles_escortscan_title_0003=Escort Mission
- mg_miles_escortscan_title_0004=Escort Op (Survey)
- mg_miles_groupbounty_desc_001=CONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nIn relation to a jointly committed crime, a group warrant has been issued for:\n ~mission(Target1)\n ~mission(Target2)\n ~mission(Target3)\n\nIt is currently believed that they are no longer traveling together in order to evade capture. \n\nYou are authorized to use whatever force is necessary to neutralize the targets. \n\nPayment will be issued upon successful completion of contract when all targets have been dealt with.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_groupbounty_title_001=Group Warrant Issued
- mg_miles_havejob_desc=~mission(Desc)
- mg_miles_havejob_desc_0001=Hey, come by when you get a chance. There's a job waiting. I'm over at ~mission(location).
- mg_miles_havejob_desc_0002=Come by ~mission(location) when you can. Got a job for you.
- mg_miles_havejob_desc_0003=If you're looking for work, I have a gig for you. Come by ~mission(location) when you're ready.
- mg_miles_havejob_desc_0004=A new contract just came across my glas and you popped into my head. Might be a good time for us to talk. Come to ~mission(location) and find me.\n\n-Eckhart
- mg_miles_havejob_desc_0005=It's looking like I might be able to make use of someone with your skill set. Why don't you head to ~mission(location) and we can discuss the particulars.
- mg_miles_havejob_desc_0006=If you're not too busy, I got something cooking that might be of interest to you. See me at ~mission(location) and I'll fill you in.
- mg_miles_havejob_desc_0007=Got another gig waiting for you at ~mission(location) if you're interested.\n\n-Eckhart
- mg_miles_havejob_desc_0008=When you're free you should pay me a visit at ~mission(location). There's a job I have in mind for you.
- mg_miles_havejob_desc_0009=I think it's time we talk again. Stop by ~mission(location).
- mg_miles_havejob_desc_0010=A client just hit me up with an interesting offer. Thought I'd loop you in. I'm at ~mission(location) when you're ready to talk.
- mg_miles_havejob_from=Miles Eckhart
- mg_miles_havejob_marker_01=Miles Eckhart
- mg_miles_havejob_obj_long_01=Meet with Miles Eckhart
- mg_miles_havejob_obj_short_01=Meet Miles Eckhart
- mg_miles_havejob_title=~mission(title)
- mg_miles_havejob_title_0001=Have a job
- mg_miles_havejob_title_0002=Op for you
- mg_miles_havejob_title_0003=Job op
- mg_miles_havejob_title_0004=Business opportunity
- mg_miles_havejob_title_0005=Possible Contract
- mg_miles_havejob_title_0006=Let's Meet
- mg_miles_havejob_title_0007=Come See Me
- mg_miles_havejob_title_0008=New Contract Offer
- mg_miles_MissingPerson_desc=~mission(desc)
- mg_miles_MissingPerson_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe have been hired to track down ~mission(TargetName). While the target has been presumed dead, we need you to head to ~mission(location) and provide positive identification. ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_MissingPerson_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n~mission(TargetName) has been missing for quite some time and is presumed dead. However, family members have hired us to provide proof so they can have closure. You will travel to ~mission(location) and positively identify the remains. ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_MissingPerson_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nEckhart Security has been hired to positively identify the remains of ~mission(TargetName). Operator will travel to ~mission(location) and positively identify the target. ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_MissingPerson_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nSUBJECT: ~mission(TargetName)\n\nClient is looking for closure on a recent missing persons case. As the Advocacy and local law enforcement elements have declared the subject as deceased, they have enlisted our help to put the matter to rest. You will travel to ~mission(location) and positively identify the body. ~mission(rush)~mission(trouble)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_MissingPerson_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nOperator will provide proof of death of ~mission(TargetName) by travelling to ~mission(location). ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_MissingPerson_location_0001=last known location
- mg_miles_MissingPerson_location_0002=suspected location
- mg_miles_MissingPerson_location_0003=~mission(TargetName|Last)'s last known location
- mg_miles_MissingPerson_obj_long_01=Search for ~mission(TargetName) at ~mission(location).
- mg_miles_MissingPerson_obj_long_02=Identify ~mission(TargetName|Last).
- mg_miles_MissingPerson_obj_short_01=~mission(TargetName|Last)'s Location
- mg_miles_MissingPerson_obj_short_02=Identify
- mg_miles_MissingPerson_rush_0001=This is a priority contract.
- mg_miles_MissingPerson_rush_0002=The client has specified that they would like this resolved quickly.
- mg_miles_MissingPerson_rush_0003=This contract has been flagged as a rush job.
- mg_miles_MissingPerson_rush_0004=You will need to move quickly on this contract.
- mg_miles_MissingPerson_title=~mission(title) (~mission(TargetName))
- mg_miles_MissingPerson_title_0001=Missing Person
- mg_miles_MissingPerson_title_0002=Tracking Contract
- mg_miles_MissingPerson_title_0003=Search: Missing Person
- mg_miles_MissingPerson_trouble_0001=Reports indicate that hostiles have been spotted in the surrounding area.
- mg_miles_MissingPerson_trouble_0002=This contract will take you into a potential conflict zone. Prepare accordingly.
- mg_miles_MissingPerson_trouble_0003=Stay alert. Hostile elements have been known to operate in this area.
- mg_miles_MissingPerson_trouble_0004=Latest scans indicate that hostiles have been spotted in the area. Use caution.
- mg_miles_mission_app_0001=ME-01
- mg_miles_mission_app_0002=BH-05
- mg_miles_mission_app_0003=WR-06
- mg_miles_mission_app_0004=TR-08
- mg_miles_mission_app_0005=DV-33
- mg_miles_mission_app_0006=SR-12
- mg_miles_mission_app_0007=CV-21
- mg_miles_MissionLegal_from=Eckhart Security
- mg_miles_planetcollect_drug_desc=~mission(desc)
- mg_miles_planetcollect_drug_desc_0001=So here's the deal. I don't normally like to get mixed up with this stuff, but a job's a job, right? Anyway, there's a shipment of ~mission(item) down on ~mission(location). I need it moved to ~mission(destination). That's it. No questions. ~mission(rush)~mission(trouble)
- mg_miles_planetcollect_drug_desc_0002=Job's pretty simple. Need you to go to ~mission(location), grab a box and run it to ~mission(destination). I'm gonna tell you up front, the box is full of ~mission(item), so don't do anything stupid and get yourself caught, okay? Once it's done, I'll transfer the money. ~mission(rush)~mission(trouble)
- mg_miles_planetcollect_drug_desc_0003=This is a straight up boxman job. Run a crate of ~mission(item) from ~mission(location) over to ~mission(destination) and get paid. ~mission(rush)~mission(trouble)
- mg_miles_planetcollect_drug_desc_0004=Some lowlife's paying serious creds to move a crate of ~mission(item) from ~mission(location) to ~mission(destination). Knock it out and be done with it. ~mission(rush)~mission(trouble)
- mg_miles_planetcollect_drug_desc_0005=I need a courier to run some product from ~mission(location) to ~mission(destination). Don't look in the box and don't ask questions. ~mission(rush)~mission(trouble)
- mg_miles_planetcollect_drug_desc_0006=Guess the ~mission(item) junkies are getting desperate. Some dealers need a pickup from ~mission(location) run over to ~mission(destination). ~mission(rush)~mission(trouble) These guys are scum, but they're paying well, so I figured, what the hell.
- mg_miles_planetcollect_drug_desc_0007=Gonna need you to run a box of ~mission(item) from ~mission(location) to ~mission(destination). ~mission(rush)~mission(trouble)Keep a low profile and we'll both get paid.
- mg_miles_planetcollect_drug_desc_0008=Job's don't get much simpler than this. Go to ~mission(location), pick up a box and take it to ~mission(destination). ~mission(rush)~mission(trouble)That's it. Credits will be transferred upon completion. Ask no questions and you'll hear no lies.
- mg_miles_planetcollect_drug_desc_0009=Client needs some of their product moved from ~mission(location) to ~mission(destination). ~mission(rush)~mission(trouble)Shouldn't be a problem, so don't make it one.
- mg_miles_planetcollect_drug_obj_long_01=Go to ~mission(Location)
- mg_miles_planetcollect_drug_obj_long_02=Pick up product
- mg_miles_planetcollect_drug_obj_long_03=Deliver it to ~mission(Destination)
- mg_miles_planetcollect_drug_obj_short_01=Go Here
- mg_miles_planetcollect_drug_obj_short_02=Grab Stuff
- mg_miles_planetcollect_drug_obj_short_03=Deliver Goods
- mg_miles_planetcollect_drug_rush_0001=Gonna need you to do this quick, okay?
- mg_miles_planetcollect_drug_rush_0002=Take care of this quick, okay?
- mg_miles_planetcollect_drug_rush_0003=I'll need this done quick.
- mg_miles_planetcollect_drug_rush_0004=Don't waste time on this, okay, slick?
- mg_miles_planetcollect_drug_title=~mission(title)
- mg_miles_planetcollect_drug_title_0001=Need a pick up
- mg_miles_planetcollect_drug_title_0002=Package
- mg_miles_planetcollect_drug_title_0003=Favor for a friend
- mg_miles_planetcollect_drug_title_0004=Courier gig
- mg_miles_planetcollect_drug_title_0005=Pick up
- mg_miles_planetcollect_drug_troub_0001=Keep an eye out. Word is, some hitters got an interest in this package as well.
- mg_miles_planetcollect_drug_troub_0002=This might get a little violent, so make sure you're stocked and locked.
- mg_miles_planetcollect_drug_troub_0003=Word's out on this little job, so there might be some other 'interested parties' who like to shoot first if you catch me.
- mg_miles_planetcollect_drug_troub_0004=Make sure you're armed. There's a good possibility this run might get a little rough.
- mg_miles_planetcollect_steal_desc=~mission(desc)
- mg_miles_planetcollect_steal_desc_0001=Here's the deal. I need a ~mission(item) moved from ~mission(location) to ~mission(destination). Should be a snooze, but I need it done right. ~mission(trouble)~mission(rush)
- mg_miles_planetcollect_steal_desc_0002=Some people I know have a little problem. They left some of their property on ~mission(location) and find themselves in need of courier. I figured you could go, pick it up and drop it off for them at ~mission(destination). Shouldn't be too tough, right? ~mission(rush)~mission(trouble)
- mg_miles_planetcollect_steal_desc_0003=Pretty simple. Grab ~mission(item) from ~mission(location) and drop off at ~mission(destination). ~mission(trouble)~mission(rush) Do that without getting pinched, losing the ~mission(item) or getting dead and we all get paid.
- mg_miles_planetcollect_steal_desc_0004=Need you to run a ~mission(item) from ~mission(location) to ~mission(destination). ~mission(rush)Once it's been delivered, I'll get you your cut. ~mission(trouble)
- mg_miles_planetcollect_steal_desc_0005=Should be a pretty straightforward gig. Go to ~mission(location), pick up a ~mission(item) and run it to ~mission(destination). ~mission(trouble)Once you drop it off and the thing's in one piece, you'll get your money. ~mission(rush)
- mg_miles_planetcollect_steal_desc_0006=Here's the lowdown on that delivery run:\n\nLocation: ~mission(location)\nPickup: ~mission(item)\nDrop off: ~mission(destination)\n\n~mission(trouble)~mission(rush) That should do it otherwise. You got any questions? Figure them out for yourself.
- mg_miles_planetcollect_steal_desc_0007=Job seems pretty straightforward. You just go to ~mission(location), pick up a ~mission(item) and take it to ~mission(destination). ~mission(rush)~mission(trouble)Do what you can to make it a clean run and we all win.
- mg_miles_planetcollect_steal_obj_long_01=Go to ~mission(location)
- mg_miles_planetcollect_steal_obj_long_02=Acquire the ~mission(item)
- mg_miles_planetcollect_steal_obj_long_03=Deliver ~mission(item) to ~mission(destination)
- mg_miles_planetcollect_steal_obj_short_01=Go Here
- mg_miles_planetcollect_steal_obj_short_02=Grab Stuff
- mg_miles_planetcollect_steal_obj_short_03=Deliver ~mission(item)
- mg_miles_planetcollect_steal_rush_0001=I'm gonna need you to put a rush on this.
- mg_miles_planetcollect_steal_rush_0002=Need this done quick, so don't mess around.
- mg_miles_planetcollect_steal_rush_0003=Also, the clients need this delivered pronto, so don't be late.
- mg_miles_planetcollect_steal_rush_0004=Gonna need this done ASAP.
- mg_miles_planetcollect_steal_rush_0005=Client's breathing down my neck about this, so put them ease and take care of it quick, okay?
- mg_miles_planetcollect_steal_rush_0006=Move fast, okay? I want this done.
- mg_miles_planetcollect_steal_title=~mission(title)
- mg_miles_planetcollect_steal_title_0001=Pickup
- mg_miles_planetcollect_steal_title_0002=Cargo pickup
- mg_miles_planetcollect_steal_troub_0001=Another thing, there might be some heavies in the area, so watch your back.
- mg_miles_planetcollect_steal_troub_0002=If you run into any trouble, well, you know what to do.
- mg_miles_planetcollect_steal_troub_0003=There shouldn't be any trouble on this run, but you never know.
- mg_miles_planetcollect_steal_troub_0004=I guess it goes without saying that you should take care of any obstacles that happen to show up.
- mg_miles_planetcollect_steal_troub_0005=Anyone gets in your way, handle it.
- mg_miles_planetcollect_steal_troub_0006=You run into any problems, drop them. Don't want any loose ends.
- mg_miles_recoverStolen_danger_0001=This contract as been flagged as a potential candidate for lethal engagement, so prepare accordingly.
- mg_miles_recoverStolen_danger_0002=Intel suggests that hostile elements may intervene in the execution of this contract.
- mg_miles_recoverStolen_danger_0003=There is a high possibility of hostile contact, prepare accordingly.
- mg_miles_recoverStolen_danger_0004=You are cleared to engage any hostile elements that you encounter.
- mg_miles_recoverStolen_desc=~mission(Contractor|RecoverSpaceDescription)
- mg_miles_recoverStolen_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nOur client recently had one of their ships destroyed and cargo taken. They have expressed an interest in reclaiming the property lost in the attack and have hired us to do so. You will be tasked with returning to the ~mission(location) and retrieving the ~mission(Item). ~mission(Contractor|RecoverSpaceDanger) Once obtained, you will deliver the ~mission(Item) to ~mission(destination). ~mission(Contractor|RecoverSpaceTimed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_recoverStolen_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nYou are tasked with the safe recovery of stolen property. ~mission(Contractor|RecoverSpaceTimed) Sources have provided the ~mission(location). ~mission(Contractor|RecoverSpaceDanger) Once obtained, you will deliver the ~mission(Item) to ~mission(destination).\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_recoverStolen_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client has requested the safe retrieval of ~mission(Item) initially believed lost during a recent outlaw attack. They have provided the ~mission(location), so you will travel there and recover the ~mission(Item). ~mission(Contractor|RecoverSpaceDanger) Once obtained, you will deliver their property to ~mission(destination). ~mission(Contractor|RecoverSpaceTimed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_recoverStolen_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nThis contract requires the safe recovery of ~mission(Item) believed lost in an outlaw attack. Client requires operator to travel to the ~mission(location), secure the cargo, and deliver to ~mission(destination). ~mission(Contractor|RecoverSpaceTimed) ~mission(Contractor|RecoverSpaceDanger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_recoverStolen_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nClient is looking for the safe retrieval of ~mission(Item). ~mission(Contractor|RecoverSpaceTimed) Latest intel have locked down the ~mission(location). Once recovered, you are to deliver the cargo to ~mission(destination). ~mission(Contractor|RecoverSpaceDanger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_recoverStolen_item_0001=stolen merch
- mg_miles_recoverStolen_item_0002=crate
- mg_miles_recoverStolen_item_0003=cargo
- mg_miles_recoverStolen_item_0004=merch
- mg_miles_recoverStolen_item_0005=package
- mg_miles_recoverStolen_location_0001=~mission(Contractor|RecoveryItem)'s last known position
- mg_miles_recoverStolen_location_0002=current location
- mg_miles_recoverStolen_location_0003=~mission(Contractor|RecoveryItem)'s current position
- mg_miles_recoverStolen_location_0004=last known whereabouts
- mg_miles_recoverStolen_location_0005=location
- mg_miles_recoverStolen_obj_long_01=Go to ~mission(location)
- mg_miles_recoverStolen_obj_long_02=Retrieve Stolen Goods
- mg_miles_recoverStolen_obj_long_03=Deliver to ~mission(destination)
- mg_miles_recoverStolen_obj_short_01=Cargo Location
- mg_miles_recoverStolen_obj_short_02=Stolen Goods
- mg_miles_recoverStolen_obj_short_03=Deliver
- mg_miles_recoverStolen_timed_0001=This is a priority assignment. Please complete in haste.
- mg_miles_recoverStolen_timed_0002=The client has paid for expedited service, so this will need to be resolved quickly.
- mg_miles_recoverStolen_timed_0003=You will need to move quickly on this assignment.
- mg_miles_recoverStolen_timed_0004=We need this handled quickly.
- mg_miles_recoverStolen_title=~mission(Contractor|RecoverSpaceTitle)
- mg_miles_recoverStolen_title_0001=Retrieval of Stolen Goods
- mg_miles_recoverStolen_title_0002=Cargo Retrieval
- mg_miles_spacecollect_steal_desc=~mission(desc)
- mg_miles_spacecollect_steal_desc_0001=Here's the deal. A ~mission(ship) went and got itself detonated. Clients want someone to go out to ~mission(location) and retrieve the ~mission(item). Once you've got it, take it on over to ~mission(destination). ~mission(trouble)~mission(rush) Easy, right?
- mg_miles_spacecollect_steal_desc_0002=Long story short, a ~mission(ship) came to an unfortunate end while in transit. Client wants the ~mission(item) pulled from ~mission(location) and dropped at ~mission(destination). The less you know, the better. ~mission(rush)~mission(trouble)
- mg_miles_spacecollect_steal_desc_0003=Here's that spacewalk I was telling you about. Need you to snag the ~mission(item) from ~mission(location). ~mission(trouble)Once you got it, take it over to ~mission(destination). You'll get paid on dropoff. ~mission(rush)
- mg_miles_spacecollect_steal_desc_0004=This is a straight up retrieval gig. I need you to run some ~mission(item) from ~mission(location) to ~mission(destination). ~mission(rush)Once it's been delivered, you'll get your cut. ~mission(trouble)
- mg_miles_spacecollect_steal_desc_0005=So this guy I run favors for got himself in a bit of a jam. One of his ~mission(ship) went and got itself blown up while on a run. He still needs a ~mission(item) it was transporting delivered to ~mission(destination) though and he's willing to pay out to get it there. That's where you come in. Go to ~mission(location), grab the package and finish the run. ~mission(trouble)When you drop it off in one piece, you'll get your money. ~mission(rush)
- mg_miles_spacecollect_steal_desc_0006=Got wind that a ~mission(ship) got punched out while transporting some interesting cargo. Figure it couldn't hurt to go and snag it now, right? Head over to ~mission(location) and take the ~mission(item) to ~mission(destination). I'll make sure you get compensated for your trouble. ~mission(trouble)~mission(rush)
- mg_miles_spacecollect_steal_desc_0007=This ~mission(ship) I'd been following got itself blown up recently. While it's a truly sad situation for everyone involved, business is business and this ship happened to be carrying something rather precious that still needs to get where it's going. You need to retrieve the ~mission(item) from ~mission(location) and get it to ~mission(destination). ~mission(rush)~mission(trouble) \n\nYou pull this off, not only will you be in my good graces, you'll make some nice creds too.
- mg_miles_spacecollect_steal_obj_long_01=Go to the ~mission(location).
- mg_miles_spacecollect_steal_obj_long_02=Retrieve the ~mission(item) from wreckage.
- mg_miles_spacecollect_steal_obj_long_03=Deliver the ~mission(item) to ~mission(location).
- mg_miles_spacecollect_steal_obj_short_01=Wreck Site
- mg_miles_spacecollect_steal_obj_short_02=Take ~mission(item)
- mg_miles_spacecollect_steal_obj_short_03=Deliver ~mission(item)
- mg_miles_spacecollect_steal_rush_0001=I'm gonna need you to put a rush on this.
- mg_miles_spacecollect_steal_rush_0002=Need this done quick, so don't mess around.
- mg_miles_spacecollect_steal_rush_0003=Also, this needs to be delivered pronto, so don't be late.
- mg_miles_spacecollect_steal_rush_0004=I need this done quick, so no screwing around.
- mg_miles_spacecollect_steal_rush_0005=Take care of it quick, okay?
- mg_miles_spacecollect_steal_rush_0006=Move fast, okay? I want this done.
- mg_miles_spacecollect_steal_title=~mission(title)
- mg_miles_spacecollect_steal_title_0001=Pickup
- mg_miles_spacecollect_steal_title_0002=Cargo pickup
- mg_miles_spacecollect_steal_title_0003=Collection job
- mg_miles_spacecollect_steal_troub_0001=Keep an eye out. Word is the area's turning hostile.
- mg_miles_spacecollect_steal_troub_0002=So you know, this op might get a little dangerous.
- mg_miles_spacecollect_steal_troub_0003=I trust you'll take care of anyone who interferes.
- mg_miles_spacecollect_steal_troub_0004=I guess it goes without saying that you should take care of any obstacles that happen to show up.
- mg_miles_spacecollect_steal_troub_0005=You come across anyone looking for a fight, deal with them.
- mg_miles_spacecollect_steal_troub_0006=Anyone gives you any hassle, end them.
- mg_miles_sweeplegal_danger_001=Intel reports that ~mission(client) are common in your area, indicating that they may have a small base there. Expect a fight if encountered.
- mg_miles_sweeplegal_danger_002=Use extreme caution. Latest CrimeStats indicate an increased number of attacks on your route.
- mg_miles_sweeplegal_danger_003=The likelihood of heavy enemy engagement is very high. Make sure you prepare accordingly.
- mg_miles_sweeplegal_danger_004=The ~mission(client) have been ramping up their aggression recently. You should expect heavy resistance if engaged.
- mg_miles_sweeplegal_desc=~mission(description)
- mg_miles_sweeplegal_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nLocal authorities have been battling outlaw elements in system and have reached out for assistance. You are to fly to ~mission(rendezvous) and clear out any hostile elements you encounter. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_sweeplegal_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\n~mission(contractor) have reached out looking for combat assistance dealing with ~mission(client) in the area. They have provided a series of points and requested that an operator visit and sweep them for hostile elements. Standard ROE applies if engaged. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_sweeplegal_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nThis contract is a simple sweep and clear. You will check a series of points around ~mission(rendezvous) and clear any hostile presence in the areas. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_sweeplegal_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\n~mission(contractor) have reached out for assistance dealing with a ~mission(client) problem in the area. They have provided a series of points in ~mission(rendezvous) that need to be checked and cleared. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_sweeplegal_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nEckhart Security will be lending a hand to ~mission(contractor) to help with security in system. You will be given an AO of several points and will be responsible for sweeping the area and clearing of any hostile elements. Intel suggests that you may be coming in contact with ~mission(client). ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mg_miles_sweeplegal_obj_long_01=Patrol all designated areas and clear any hostiles.
- mg_miles_sweeplegal_obj_short_01=Patrol Area
- mg_miles_sweeplegal_obj_short_02=Eliminate Hostiles
- mg_miles_sweeplegal_obj_short_02a=Patrol Beacon
- mg_miles_sweeplegal_title=~mission(title) (Approval: ~mission(approvalcode)
- mg_miles_sweeplegal_title_0001=Sweep and Clear
- mg_miles_sweeplegal_title_0002=Target: ~mission(client) / Multiple engagement
- mg_miles_sweeplegal_title_0003=Sector Sweep
- mg_miles_sweeplegal_title_0004=Staged Op: Sector Clearance
- mg_miles_sweeplegal_title_0005=Search and Destroy
- mg_miles_sweeplegal_title_0006=Combat Assist
- mg_pacheco_asteroidchase_desc_0001=(PH) There's a really irritating scumbag hiding in the asteroids. Take him out.
- mg_pacheco_asteroidchase_desc_0002=(PH) Did you know that cowards like to use asteroids to hide when they cross my constituents? That's where you come in.
- mg_pacheco_asteroidchase_desc_0003=(PH) Every once in a while we like to take a stroll through certain asteroid fields to make sure certain backstabbing traitors aren't hiding there. Can you help us out?
- mg_pacheco_asteroidchase_desc_0004=(PH) Pro-tip: Don't cross my organization and then go cower in an asteroid field, or we'll send someone to take care of it. Someone like you.
- mg_pacheco_asteroidchase_title_0001=<ph>(PH) An Inconvenient Target</ph>
- mg_pacheco_desc=~mission(Description)
- mg_pacheco_from=Tecia Pacheco
- mg_pacheco_invite_desc_001=Like the title says, stop by and see me next time you're in Area18. \n\nDon't keep me waiting.\n\n-Twitch
- mg_pacheco_invite_desc_002=The boss gave me a heads up about something brewing on the horizon and I'm pretty sure you're gonna want a piece.\n\nGet your ass over to Area18 and I'll fill you in.\n\n-Twitch
- mg_pacheco_invite_desc_003=Things are about to get busy and I'm gonna need some extra bodies.\n\nIf you stop by Area18 in time, I can see about cutting you in.\n\nJust find me when you get here.\n\n-Twitch
- mg_pacheco_invite_desc_004=I might have a lead on some work.\n\nFind me next time you're in Area18 if you're interested.\n\n-Twitch
- mg_pacheco_invite_marker_01=Twitch
- mg_pacheco_invite_obj_long_01=Meet Twitch in the back alley of Area18.
- mg_pacheco_invite_obj_short_01=Meet Twitch
- mg_pacheco_invite_title_001=Time for a Visit
- mg_pacheco_invite_title_002=We Need to Talk
- mg_pacheco_invite_title_003=Come See Me
- mg_pacheco_invite_title_004=Let's Meet
- mg_pacheco_stealstash__desc_0001=Word is that security are gonna hit a stash house known as ~mission(UGFDestination) that some scabbers are using to store a treasure trove of narcotics. Among their supply, they've managed to snag a particular package of Maze. Seems like they're trying to up their station in the world.\n\nPrice of Maze on the street is skyrocketing... which is weird. Stuff just looks like wood chips to me. Anyway, I've gotten word that BlacJac's been tipped off to this little operation, so let's just say, this presents us with a unique opportunity. I know when the raid's going to start, so I want you to hit the stash before they show up and bring the Maze back. \n\nYou'll need a ship that can haul at least one box, but feel free to use something bigger. Anything else in the facility is up for grabs if you want to bother lifting it. Just be sure to deliver our Maze to ~mission(Destination) and we'll be square. Copy? \n\nIf you run into any resistance, I'll trust you'll deal with it, but the Maze is the real prize here.\n\n-Twitch
- mg_pacheco_stealstash__desc_0002=Some of our competition over at ~mission(UGFDestination) is about to run into massive load of bad luck. BlacJac's caught wind of their stash house and are posting up to raid it.\n\nI've managed to find out exactly when they're going to hit the stash house, but I want you to hit it first. I imagine that the crew that's operating the stash won't be too enthusiastic about you robbing their supply, so if you run into any opposition, handle it.\n\nI want you to go in and steal their supply of Maze before security destroys it. Like I said, there's a bunch of drugs in there, but lucky for you Maze just looks like pieces of tree bark which should make it stand out. If you bring a ship that can hold enough cargo, you're welcome to help yourself to any of the other drugs in there. \n\nJust make sure that you can at least haul out the one box of Maze we're paying you for over to ~mission(Destination).\n\n-Twitch
- mg_pacheco_stealstash__desc_0003=There's this little corner of heaven called ~mission(UGFDestination) that some of the local scumbags use to hand off drug shipments. You ever hear of it? \n\nWell, as of a few hours ago, a source told me that they were moving a package of Maze through there. I'm not sure if you've ever danced with that stuff before, but it looks like bits of bark.\n\nMy employers want it, but for whatever reason, they aren't willing to declare open war on this group. Apparently they're protected by somebody. Anyway, I tipped off BlacJac about the stash and they're getting ready to raid it. \n\nI want you to go in and secure the Maze before the place gets burned. Odds are this stash is gonna be guarded, so make sure you break some weapons. If you want to help yourself to anything else in there, that's on you to bring a ship big enough to haul it out. But at the very least bring a ship that can handle carting off the one box of Maze that's ours to ~mission(Destination). \n\nDon't worry about clearing out scavs you find there, either. Unless they get in your way that is. Thankfully, BlacJac'll get blamed for whatever body count gets left behind.\n\n-Twitch
- mg_pacheco_stealstash__title_0001=Their Loss, Our Gain
- mg_pacheco_stealstash_marker_01=*DEPRECIATED* - Vessel Pick Up
- mg_pacheco_stealstash_marker_02=Stash
- mg_pacheco_stealstash_marker_03=Maze
- mg_pacheco_stealstash_marker_04=Drop Off
- mg_pacheco_stealstash_obj_display_timer=Security Dispatched: %ls
- mg_pacheco_stealstash_obj_long_01=*DEPRECIATED* - Go to the ~mission(Destination) and retrieve the provided vessel.
- mg_pacheco_stealstash_obj_long_02=Go to the stash at ~mission(UGFDestination) with vehicle that can transport at least 1 SCU.
- mg_pacheco_stealstash_obj_long_03=Acquire a package of Maze from the stash.
- mg_pacheco_stealstash_obj_long_05=*DEPRECIATED* - Exit the vessel and stand clear.
- mg_pacheco_stealstash_obj_short_01=*DEPRECIATED* - Pick Up Provided Vessel
- mg_pacheco_stealstash_obj_short_02=Go To Stash
- mg_pacheco_stealstash_obj_short_03=Acquire Maze From Stash
- mg_pacheco_stealstash_obj_short_05=*DEPRECIATED* - Stand Clear Of Vessel
- mg_pacheco_stealstash_subobj_long_04=Deliver the Maze to the ~mission(Destination).
- mg_pacheco_stealstash_subobj_short_04=Deliver Maze
- mg_pacheco_title=~mission(Title)
- mg_ruto_assassin_danger_0001=And from what I've been hearing, this scav's dangerous. If you wanna stay healthy, be smart about how you handle this one.
- mg_ruto_assassin_danger_0002=Apparently, this scav's totalled up a hefty body count over the years. Don't underestimate them.
- mg_ruto_assassin_danger_0003=And so you know, you won't be the first person who's gone after ~mission(TargetName|NickOrFirst). People think that they're a little bulletproof. Might take a few shots to keep 'em down.
- mg_ruto_assassin_danger_0004=Bit of warning, my hunch says ~mission(TargetName|NickOrFirst)'s gonna give you a good fight. See that you put up a better one.
- mg_ruto_assassin_desc=~mission(Contractor|AssassinationDescription)
- mg_ruto_assassin_desc_0001=The ~mission(Client) got a serious problem with ~mission(TargetName) and guess what? You're gonna be their problem solver. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger) And feel free to be as noisy as you like on this one. It'll help send a message to anyone else who's thinking about making trouble.
- mg_ruto_assassin_desc_0002=I'm helping ~mission(Client) to arrange a funeral for ~mission(TargetName). I'm in charge of the entertainment but the only thing we're missing now is a corpse. Try taking a look at ~mission(Location) and see if you can scare one up. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
- mg_ruto_assassin_desc_0003=~mission(TargetName) is a ghost. Problem is, no one's told them they're dead yet. The ~mission(Client) wanted you to deliver the message. ~mission(Contractor|AssassinationTimed)I hear they're still haunting ~mission(Location) so you might want to start looking there first. ~mission(Contractor|AssassinationDanger)
- mg_ruto_assassin_desc_0004=A piece of trash that goes by the name of ~mission(TargetName) just surfaced at ~mission(Location). Need you to put them down. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger) Last piece of advice - don't try to talk to them first or anything weird. Just do the job.
- mg_ruto_assassin_desc_0005=Long story short, ~mission(TargetName) screwed over the ~mission(Client) and as it turns out, it's going to be the last thing they ever do. ~mission(Contractor|AssassinationDanger) A friend of the ~mission(Client) spotted them near ~mission(Location) so I'd suggest starting there. ~mission(Contractor|AssassinationTimed) You find them, you put them down. Make it messy, make it clean. They didn't specify and I don't care. Just see that it's done right.
- mg_ruto_assassin_desc_0006=The ~mission(Client) put out a hit on some local that's been stirring up trouble and you're going to execute it. Target's name is ~mission(TargetName) and though I don't have precise lock on their location, I'll send ~mission(Location) and you can go from there. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
- mg_ruto_assassin_location_0001=the coordinates where they were last spotted
- mg_ruto_assassin_location_0002=their last known location
- mg_ruto_assassin_location_0003=where they like to hang out
- mg_ruto_assassin_location_0004=one of the spots they're known to frequent
- mg_ruto_assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
- mg_ruto_assassin_obj_long_02=Eliminate ~mission(TargetName|Last).
- mg_ruto_assassin_obj_short_01=Locate Target
- mg_ruto_assassin_obj_short_02=Eliminate Target
- mg_ruto_assassin_timed_0001=The sooner this is over, the better.
- mg_ruto_assassin_timed_0002=This bastard's run before, so take care of this before they can run again.
- mg_ruto_assassin_timed_0003=~mission(Client) have made it clear that this is really, really, really important to them. See that you get it squared away as fast as humanly possible.
- mg_ruto_assassin_timed_0004=Did I mention there's a clock on this? No? Well, there is.
- mg_ruto_assassin_title=~mission(Contractor|AssassinationTitle)
- mg_ruto_assassin_title_0001=future ghost
- mg_ruto_assassin_title_0002=empty casket
- mg_ruto_assassin_title_0003=problem elimination
- mg_ruto_assassin_title_0004=permanent lesson
- mg_ruto_assassin_title_0005=gone for good
- mg_ruto_assassin_title_0006=target erased
- mg_ruto_assassin_title_0007=goodbye ~mission(TargetName)
- mg_ruto_blackboxillegal_danger_0001=Based on the ~mission(ship)'s location, I'd gear up for a fight.
- mg_ruto_blackboxillegal_danger_0002=I'd guess you're gonna have to fight someone on this.
- mg_ruto_blackboxillegal_danger_0003=Prep for a fight. Word around the campfire is that some heavy hitters are circling this one.
- mg_ruto_blackboxillegal_danger_0004=There's a good chance this one might get ugly.
- mg_ruto_blackboxillegal_desc=~mission(desc)
- mg_ruto_blackboxillegal_desc_0001=Seems the ~mission(client) are trying to erase how a ~mission(ship) got itself vented. I'll send you the location of ~mission(location), so go, pull the ~mission(item) and drop it off with a contact of mine at ~mission(destination). They'll take care of the rest. ~mission(rush)~mission(trouble)
- mg_ruto_blackboxillegal_desc_0002=~mission(rush)You gotta head out to the wreck of a ~mission(ship), pull a ~mission(item), and run it to ~mission(destination). ~mission(trouble)~mission(client) will transfer your money when they get confirmation it's done.
- mg_ruto_blackboxillegal_desc_0003=Not sure if you heard, but a ~mission(ship) got wasted recently in sys. Now, I'm not going to say who, but let's just that the person or persons responsible need someone to steal the ~mission(item) before it falls into the law's hands. I'll hook you up with the location of ~mission(location). ~mission(trouble)Once you get the ~mission(item), you run it over to ~mission(destination) where they'll scrub it. That's it. ~mission(rush)
- mg_ruto_blackboxillegal_desc_0004=Got a client who came asking about a ~mission(ship) that went down recently. They're very interested in someone retrieving the ~mission(item) and taking it to ~mission(destination). ~mission(rush)Of course, they're willing to pay for this. ~mission(trouble)
- mg_ruto_blackboxillegal_desc_0005=Got a straight boost job here. You go out to the ~mission(ship)'s wreck and pull the ~mission(item). Anything else you wanna grab is yours for the taking. ~mission(rush)I got all the details about ~mission(location), but once you get it, run it to my people over at ~mission(destination) and get paid. Should be squeezy. ~mission(trouble)
- mg_ruto_blackboxillegal_obj_long_01=Go to ~mission(location).
- mg_ruto_blackboxillegal_obj_long_02=Get the ~mission(item) from ~mission(location)
- mg_ruto_blackboxillegal_obj_long_03=Deliver ~mission(item) to ~mission(destination)
- mg_ruto_blackboxillegal_obj_long_03a=Black Box
- mg_ruto_blackboxillegal_obj_short_01=Wreck Site
- mg_ruto_blackboxillegal_obj_short_02=Grab Black Box
- mg_ruto_blackboxillegal_obj_short_03=Deliver Black Box
- mg_ruto_blackboxillegal_timed_0001=This is rush job, okay? Can't waste time on this one.
- mg_ruto_blackboxillegal_timed_0002=Need you to knock this out quick. They're paying for fast results.
- mg_ruto_blackboxillegal_timed_0003=Understand that you'll be on a clock for this one.
- mg_ruto_blackboxillegal_timed_0004=This is a priority gig, so no screwing around. Get it done fast.
- mg_ruto_blackboxillegal_title=~mission(title)
- mg_ruto_blackboxillegal_title_0001=box pull
- mg_ruto_blackboxillegal_title_0002=box runner
- mg_ruto_blackboxillegal_title_0003=data wipe
- mg_ruto_blackboxillegal_title_0004=damn evidence
- mg_ruto_commhack_danger_0001=You might run into some trouble out there. I trust you know how to handle that.
- mg_ruto_commhack_danger_0002=I'm not gonna lie. You may have to fight some people on this one.
- mg_ruto_commhack_danger_0003=Oh, one more thing. You might have to kill some people to pull this off.
- mg_ruto_commhack_danger_0004=Hope you're up for a scrap. This job's set to get nasty.
- mg_ruto_commhack_desc=~mission(desc)
- mg_ruto_commhack_desc_0001=Some ~mission(gang) are looking to get CommArray ~mission(CommArray) taken offline. ~mission(rush)Don't care how it's done. Just needs to get done. Sort it out for them and you'll get a nice bonus. ~mission(threat) ~mission(time)
- mg_ruto_commhack_desc_0002=Look, no one likes being monitored while they work, right? So all we're going to do is take down Array ~mission(CommArray) for a little while while some people do some work. ~mission(rush)We don't need to get into who's doing what or any of the other details, the important thing is that once it's offline, some credits are going to find their way into your account courtesy of some ~mission(gang). ~mission(Time)Sounds good, right? ~mission(threat)
- mg_ruto_commhack_desc_0003=I just got paid to manufacture a blackout. Which means that you can get paid for executing one. It's fairly simple, head over to CommArray ~mission(CommArray) and shut it down. ~mission(time)~mission(rush)~mission(threat)
- mg_ruto_commhack_desc_0004=I was contacted by some ~mission(gang) to provide a little privacy. Guess they have a job or something going down. Anyway, that's not for you. You are going to bring down CommArray ~mission(CommArray). ~mission(time)~mission(rush)Take it down and I'll pay you out. ~mission(threat)
- mg_ruto_commhack_desc_0005=So it seems somebody wants to make an area less secure. Shocking, right? As a struggling businessman in these tough economic times, I am uncomfortable with such a request, but I feel obligated to my clients. Customer service is very important to me. Anyway, you'll need to gain entry to CommArray ~mission(CommArray) and shut it down. Just an FYI, the ~mission(gang) who are putting up the creds for this are VIP, so make sure it's done right. ~mission(rush)~mission(threat)
- mg_ruto_commhack_obj_long_01=Go to CommArray ~mission(CommArray).
- mg_ruto_commhack_obj_long_02=Disable uplink at CommArray ~mission(CommArray).
- mg_ruto_commhack_obj_short_01=Hack Site
- mg_ruto_commhack_obj_short_02=Disable Uplink
- mg_ruto_commhack_rush_0001=Get a move on, yeah? Need this done quick.
- mg_ruto_commhack_rush_0002=Gonna need this handled on the quick side too, if you get me.
- mg_ruto_commhack_rush_0003=Don't mess around. This has got to get done now.
- mg_ruto_commhack_rush_0004=You need to move quick on this one.
- mg_ruto_commhack_time_0001=One more thing though, you're gonna need to make sure it stays off for a while. The pros need time to work, if you get me.
- mg_ruto_commhack_time_0002=When it's done, I'm gonna need you to babysit the array. Make sure no do-gooders come and switch it back on.
- mg_ruto_commhack_time_0003=Here's the deal. Once the array's down, make sure it stays down.
- mg_ruto_commhack_time_0004=You'll need to stick around once the hack's done. I need that blackout sustained for a bit.
- mg_ruto_commhack_title=~mission(title) (~mission(CommArray))
- mg_ruto_commhack_title_0001=Blackout
- mg_ruto_commhack_title_0002=Dark zone
- mg_ruto_commhack_title_0003=Comm Down
- mg_ruto_commhack_title_0004=Cover Needed
- mg_ruto_commhack_title_0005=Array Hack
- mg_ruto_commhack_title_0006=Disruption Needed
- mg_ruto_commhack_title_0007=Service Interrupt
- mg_ruto_confirmkill_danger_0001=You might run into a little trouble out there. I mean, that's fitting right? You are going out to find a body.
- mg_ruto_confirmkill_danger_0002=And arm up. You're heading to a crime scene, you know.
- mg_ruto_confirmkill_danger_0003=Keep an eye on your scans. There might be some unfriendly sorts out there.
- mg_ruto_confirmkill_danger_0004=This might go without saying, you are hunting down a corpse after all, but there might be a bit of violence out on this job.
- mg_ruto_confirmkill_desc=~mission(Desc)
- mg_ruto_confirmkill_desc_0001=A bit of backstory on this one. Some random scav has been going around claiming that they offed a big time hitter by the name of ~mission(TargetName). Claims that they caught ~mission(TargetName|NickOrFirst) right in the middle of pulling a job. Now the thing is, if ~mission(TargetName|NickOrFirst) is really dead... well... that creates complications for the ~mission(Client). \n\nAnyway, after some careful negotiations from yours truly, they've coughed up some creds to pay for someone to go out and verify that ~mission(TargetName|Last) is actually dead. ~mission(Timed)You will just need to go to ~mission(Location), find the body and confirm. ~mission(Danger)
- mg_ruto_confirmkill_desc_0002=Here's a bit of dreadful business to throw your way. ~mission(Client) had a recent op that apparently turned into a total shitshow. Mayhem and carnage to the nth degree. Anyway, the rumor was that ~mission(TargetName) got clipped in the exchange, but now people are saying that the bastard's still alive. \n\nAnyway, the ~mission(Client) need to know one way or the other. That's why I'm having you go out to ~mission(Location) and confirm that they're a corpsicle. Once you get the ID, you get paid. ~mission(Danger)Pretty simple, right? ~mission(Timed)
- mg_ruto_confirmkill_desc_0003=Everyone's been talking about ~mission(TargetName) recently. The ~mission(Client) have been saying that they were killed a few days ago in the middle of pulling a job for them, but... well, let's just say that they're a less than accurate source of information. Anyway, I've got a client who's eager to prove them wrong, so they're shelling out some creds to get a positive id on the body. I'll hook you up with the ~mission(Location). You have a look and tell me if you find them. ~mission(Timed)~mission(Danger)
- mg_ruto_confirmkill_desc_0004=Got a simple, but kinda disgusting job here. In a recent raid, ~mission(TokenName)'s ticket got punched and I guess the ~mission(Client) want some proof of old ~mission(TokenName|NickOrFirst)'s remains for... something. I honestly don't know why. Maybe they're worried that the bastard is playing dead just to steal from them. Anyway, they gave me the ~mission(Location) and are paying for someone to go out and confirm the kill. ~mission(Timed)~mission(Danger)
- mg_ruto_confirmkill_desc_0005=The ~mission(Client) hired a hitter to take out a rival who's been poaching on their turf, but between you and me, I guess they didn't really get their credits worth because the guy forgot to provide proof that ~mission(TargetName) was actually dead. Anyway, I told them I could provide that, and by that, I mean you could provide it. All you gotta do is go to ~mission(Location) and confirm that ~mission(TargetName|NickOrFirst)'s touching void. ~mission(Danger)Once I get confirmation, you get paid. ~mission(Timed)
- mg_ruto_confirmkill_location_0001=the ship's remains
- mg_ruto_confirmkill_location_0002=the last point of contact
- mg_ruto_confirmkill_location_0003=~mission(TokenName|Last)'s last known position
- mg_ruto_confirmkill_location_0004=the wreckage
- mg_ruto_confirmkill_location_0005=the wreck site
- mg_ruto_confirmkill_location_0006=the derelict
- mg_ruto_confirmkill_obj_long_01=Go to ~mission(Location).
- mg_ruto_confirmkill_obj_long_02=Locate ~mission(TargetName)
- mg_ruto_confirmkill_obj_long_02a=Confirm
- mg_ruto_confirmkill_obj_short_01=Wreck Site
- mg_ruto_confirmkill_obj_short_02=Locate Corpse
- mg_ruto_confirmkill_timed_0001=Do hurry up, will you? Body probably won't be there forever.
- mg_ruto_confirmkill_timed_0002=Another thing, the clients would like to know now, so get to it.
- mg_ruto_confirmkill_timed_0003=I don't really know how long bodies stick around for, so I'd recommend getting a move on.
- mg_ruto_confirmkill_timed_0004=You might want to move fast. God knows what's happening to that body right now.
- mg_ruto_confirmkill_title=~mission(Title)
- mg_ruto_confirmkill_title_0001=ID check
- mg_ruto_confirmkill_title_0002=a bit of proof
- mg_ruto_confirmkill_title_0003=tag and bag
- mg_ruto_confirmkill_title_0004=dead man's shoes
- mg_ruto_confirmkill_title_0005=ghost hunter
- mg_ruto_deliver_drug_desc=~mission(Desc)
- mg_ruto_deploypiggyback_danger_0001=Odds are, anyone you come across won't be too pleased to see you. I trust you'll be able to handle them.
- mg_ruto_deploypiggyback_danger_0002=I'm not anticipating this to be a smooth run though, so I'd make sure your guns are working.
- mg_ruto_deploypiggyback_danger_0003=I'm not gonna lie. This one might get a little rough.
- mg_ruto_deploypiggyback_danger_0004=Just gonna say, the last couple people I've sent on these runs have gotten tuned up, so stay sharpish.
- mg_ruto_deploypiggyback_danger_0005=Might wanna get ready for a fight too. You never know.
- mg_ruto_deploypiggyback_desc=~mission(Desc)
- mg_ruto_deploypiggyback_desc_0001=This one's gonna be a little tricky. The ~mission(Client) need someone to set up a ~mission(Item) so they can eavesdrop on the local suckers. You have to pick up the ~mission(Item) from ~mission(Location), set the thing up at ~mission(Destination) and get out. ~mission(Danger)Once it's up and running, you'll get your creds.
- mg_ruto_deploypiggyback_desc_0002=Need someone to set up a snooping device for the ~mission(Client) and they're gonna pay well to make it happen. First you'll need to pick up a ~mission(Item). I think they got one set aside over at ~mission(Location). Anyway, whenever you've got one, make your way over to ~mission(Destination). ~mission(Danger)You gotta set it up at the right spot or it won't work. Once the thing's running, get the hell out of there. Creds will be waiting when you're clear.
- mg_ruto_deploypiggyback_desc_0003=~mission(Client) are paying for someone to drop a ~mission(Item) over at ~mission(Destination). ~mission(Danger)Pick up the ~mission(Item) from ~mission(Location) and get to it.
- mg_ruto_deploypiggyback_desc_0004=You ever work with a ~mission(Item)? It's fairly simple stuff. Take it to an area, turn the thing on, and it taps into nearby comms. Nice little system if you're looking to dig up a little intel, maybe scout out a couple marks to hit. Anyway, I need one dropped at ~mission(Destination) for this thing I'm looking into and I need you to set it up. ~mission(Danger)Head over to ~mission(Location) and pick it up, they got one set aside for you. I'll transfer the credits once you got it active.
- mg_ruto_deploypiggyback_desc_0005=I guess the ~mission(Client) are cooking up something big. They've requested a ~mission(Item) get set up over at ~mission(Destination). You'll need to grab one from ~mission(Location), head over and set it up. They're pretty self-explanatory, so don't sweat the set up. ~mission(Danger)\n\nAnyway, once you got the ~mission(Item) in place and active, get the hell out of there. I'll pay you after.
- mg_ruto_deploypiggyback_desc_0006=Got client who's looking to put some ears on ~mission(Destination). All you gotta do is head over to ~mission(Location), pick up a ~mission(Item) then go set it up. ~mission(Danger)Job ain't over until the ~mission(Item)'s up and running, so make sure it's safe and operational. Once they get the data stream, you get the creds. Simple, right?
- mg_ruto_deploypiggyback_obj_long_01=Go to ~mission(Location).
- mg_ruto_deploypiggyback_obj_long_02=Collect the ~mission(Item).
- mg_ruto_deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy ~mission(Item).
- mg_ruto_deploypiggyback_obj_long_04=Deploy and activate the ~mission(Item).
- mg_ruto_deploypiggyback_obj_short_01=~mission(Location)
- mg_ruto_deploypiggyback_obj_short_02=Collect Piggyback
- mg_ruto_deploypiggyback_obj_short_03=Deploy Site
- mg_ruto_deploypiggyback_obj_short_04=Deploy
- mg_ruto_deploypiggyback_obj_short_04a=Piggyback
- mg_ruto_deploypiggyback_title=~mission(Title)
- mg_ruto_deploypiggyback_title_0001=need a tap
- mg_ruto_deploypiggyback_title_0002=listening device drop
- mg_ruto_deploypiggyback_title_0003=it's all about the intel
- mg_ruto_deploypiggyback_title_0004=hack Benson Mining Outpost
- mg_ruto_deploypiggyback_title_0005=connect the streams
- mg_ruto_deploypiggyback_title_0006=data link
- mg_ruto_distraction_analogy_001=I want you to make what the 'duul did to Vega look like a weekend on Goss.
- mg_ruto_distraction_analogy_002=I want you to make people think you're the second coming of Ivar Messar or... you know, one of the bad ones.
- mg_ruto_distraction_analogy_003=By the time you're done, I want your name to be a warning.
- mg_ruto_distraction_desc=~mission(description)
- mg_ruto_distraction_desc_0001=I have to say, this might be one of the best plans I've ever come up with. See, the ~mission(client) are looking to pull off the job of the century, but no way they'd get away clean. That is of course, unless there's something even bigger going down at the same time. You're gonna be the something bigger. I'm talking chaos on a whole new scale. \n\n~mission(wanted)With that nasty of a reputation, all you have to do is go visit a ~mission(Location) in the area and shoot at everything that shows up. I'll even tip off the authorities so they know exactly where you are. I figure with all the noise you'll be making, no way anyone gives two shits about what the ~mission(client) are up to.
- mg_ruto_distraction_desc_0002=This is the sort of job most scavers only dream about getting paid for. How often do you get paid to make as big of a mess as you can?\n\n~mission(wanted)Between the bounty on your head, and me telling everyone where to find you, you should have about every ship in the sector on your ass in seconds. I figure we'll have you make your stand at a ~mission(Location) and I'll make sure word gets out on where to find you. Then all you have to do is keep them occupied for as long as you can. \n\nOf course, you're probably wondering why you're doing all this. While I can't tell you the details, let's just say that the ~mission(client) are going to be very appreciative for you keeping all the security forces occupied.
- mg_ruto_distraction_desc_0003=The ~mission(client) are gonna pay you to unleash as much hell as you can in the sector. ~mission(wanted)You show up at a ~mission(Location) guns blazing, I put the word out on the spec, and just like that, everybody is looking the other way while the real job is going down. Classic misdirection.
- mg_ruto_distraction_desc_0004=You know how I normally want my people to keep a low profile? Well, not this time. The ~mission(client) need you to tie up every bit of law in the sector. Make them so busy they won't notice anything else going on. I'm talking next level destruction. ~mission(analogy)~mission(wanted)\n\nEven better is I'll tip off everyone before hand so they know exactly where to find you. I'm thinking a ~mission(Location) since those are usually patrolled to begin with. Then all that's left is for you to take down as many of the bastards as you can. Should make headlines on the spec for weeks.
- mg_ruto_distraction_obj_long_01=Achieve a level five crimestat.
- mg_ruto_distraction_obj_long_01a=Maintain a level five crimestat.
- mg_ruto_distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
- mg_ruto_distraction_obj_long_03=Cause a scene to keep security forces distracted.
- mg_ruto_distraction_obj_Marker_02=~mission(Location)
- mg_ruto_distraction_obj_marker_03=Distract
- mg_ruto_distraction_obj_short_01=Raise Crimestat to 5
- mg_ruto_distraction_obj_short_01a=Maintain Crimestat
- mg_ruto_distraction_obj_short_02=Go To ~mission(Location)
- mg_ruto_distraction_obj_short_03=Create Distraction
- mg_ruto_distraction_title=~mission(title)
- mg_ruto_distraction_title_0001=a little distraction
- mg_ruto_distraction_title_0002=make some noise
- mg_ruto_distraction_title_0003=unleash the beast
- mg_ruto_distraction_title_0004=all eyes on you
- mg_ruto_distraction_wanted_001=To make sure that they're paying attention, you're gonna have to get yourself to crimestat 5 and stay there. Only way to guarantee that every security hack and bounty hunter in the sector is gonna be making eyes at you.
- mg_ruto_distraction_wanted_002=Here's the real fun part. In order to pull this off, I need you to get a level 5 crimestat. Hack a comm array, kill a bunch of people. I don't really care how. Just get to level 5 and stay there. That way there's no chance they're gonna be able to ignore a dangerous criminal such as yourself.
- mg_ruto_distraction_wanted_003=Now, the reason I wanted you for this job specifically is cause of your crimestat level. Only a level 5 like yourself is a big enough threat to pull the kind of heat I'm talking about. Just do me a favor and make sure you stay at a 5 till this is all over.
- mg_ruto_distraction_wanted_004=Plus, with your crimestat at a 5, you're the ideal candidate to pull this job off. Everyone within the system will be beating each other senseless to get a crack at taking you down. It's perfect. As long as you stay a level 5 that is.
- mg_ruto_distraction_wanted_005=In order for this to work, you're gonna need to have a crimestat 5. That's the only way to make sure every security hack and bounty hunter in the sector is gonna be making eyes at you. Now, as it happens, I'm plugged directly into the system's ECN, so once you take the gig, I'll make you notorious.
- mg_ruto_distraction_wanted_006=The catch is you gotta instantly become the system's most wanted to get the kinda heat we want all focused on you. Fortunately, I got myself a backdoor into your criminal files to make that happen. All you gotta do is say yes and your crimestat goes through the roof, then you just focus on raising some hell out there.
- mg_ruto_from=Ruto
- mg_ruto_from_001=Ruto
- mg_ruto_from_002=Imperator Costigan
- mg_ruto_from_003=The Grand Imperator
- mg_ruto_from_004=Imperator Corruption
- mg_ruto_havejob_desc=~mission(desc)
- mg_ruto_havejob_desc_0001=Next time you're in Grim HEX swing by Technotic and we can discuss how you and I can help each other out.
- mg_ruto_havejob_desc_0002=Got a hot fresh one here, and thought you might like yourself a slice. Stop by Technotic if you're interested.
- mg_ruto_havejob_desc_0003=Hey, swing by ~mission(location). Got something for you.
- mg_ruto_havejob_desc_0004=Big plans are in the works and I think you're gonna want to be a part of them. Head to Technotic and we'll discuss the nitty gritty.
- mg_ruto_havejob_desc_0005=New job's in the works. If you want a slice of the credits hit me up at ~mission(location).
- mg_ruto_havejob_desc_0006=Turns out I'm in need of an extra set of hands. Play your cards right, and I'm thinking it might be you. I'll tell you all about it at the shop.
- mg_ruto_havejob_desc_0007=If you're looking for work, swing by the shop and I'll get you sorted.
- mg_ruto_havejob_desc_0008=Have a gig that I'm thinking of bringing you in on. Could be a decent payday for everyone if it pans out. Why don't you come by ~mission(location) and we'll hash specifics.
- mg_ruto_havejob_desc_0009=Things are starting to heat up. Don't want to say too much right now, but stop by the shop and I'll fill you in.
- mg_ruto_havejob_desc_0010=Get your ass over to ~mission(location). I'm setting something up and I've got a little part I'd like you to play.
- mg_ruto_havejob_obj_long_01=Meet with Ruto
- mg_ruto_havejob_obj_short_01=Ruto
- mg_ruto_havejob_title=~mission(title)
- mg_ruto_havejob_title_0001=job opportunity
- mg_ruto_havejob_title_0002=a little favor
- mg_ruto_havejob_title_0003=swing on by
- mg_ruto_havejob_title_0004=need to talk
- mg_ruto_havejob_title_0005=you busy?
- mg_ruto_havejob_title_0006=new gig
- mg_ruto_havejob_title_0007=let's talk
- mg_ruto_havejob_title_0008=got something for you
- mg_ruto_intromission_desc=~mission(Description)
- mg_ruto_intromission_desc_0001=Hi there. I've been hearing your name pop up a lot recently on security channels. Seems you're pretty hell bent on making life difficult for those authority types. I'll be honest. I like that kind of initiative. I know some people who might be interested in subsidizing your anti-social habits. But I'm getting ahead of myself. \n\nI'd like to see how you operate in the field myself, so here's the deal, the ~mission(Client) have pushed someone into the sweet hereafter and have paid for someone to make the remains disappear. That's considerate, right? No sense letting trash like that stink up ~mission(Location01). Anyway, I'd like you to go there, collect the boxes and dispose of them. Don't really care where as long as it's off-world and not in front of some cops. Simple, right? Anyway, you do this and we can talk about further, more lucrative, employment opportunities. ~mission(Timed)
- mg_ruto_intromission_desc_0002=You're becoming quite popular among the unsavories. My name's Ruto. You've probably heard of me. I'm a sort of talent scout for unsavories myself and I'm pretty good at it, if I say so. Part of the reason for that is standards. Not a lot of people have 'em. Me, I need to know that when I give a job to one of my people, that they'll execute it. Otherwise, it's just chaos, you know? But the bad kind. \n\nAnyway, I think we might be able to help each other out. First though, I need to see you in action for myself. The ~mission(Client) ghosted some idiot down at ~mission(Location01) and need the packaged up remains disposed of. Feels like something you could handle, no? Knock this out and maybe we can talk more. ~mission(Timed)
- mg_ruto_intromission_desc_0003=Why hello. Been watching you for a while now. Not in a creepy way or anything, more like professional curiosity. See, I make it my business to know who's making moves in my system. If I see someone with potential, let's just say, I bring them into the fold. \n\nAnyway, I think you might be the kinda person I should know better. But first, I've got a little job for you. Something simple to show me that you're not one of these lazy kids I see on the spectrum. That you're a real go-getter. \n\nThere's remains of a body down at ~mission(Location01). I won't tell you who did it or why. Only that the boxes need to get gone. Take them off-world somewhere and dump it. You do that and maybe I can fill you in on all the exciting opportunities available to an entrepreneurial go-getter like yourself. ~mission(Timed)
- mg_ruto_intromission_obj_long_01=Go to ~mission(location)
- mg_ruto_intromission_obj_long_02=Collect the body.
- mg_ruto_intromission_obj_long_03=Get rid of the corpse off-world.
- mg_ruto_intromission_obj_marker_01=Pickup Site
- mg_ruto_intromission_obj_marker_02=Corpse
- mg_ruto_intromission_obj_short_01=Go to pickup site
- mg_ruto_intromission_obj_short_02=Collect body
- mg_ruto_intromission_obj_short_03=Dump body
- mg_ruto_intromission_timed_0001=Need to take care of this quick though. Sorry. Hate to rush, but you know, clients are paying.
- mg_ruto_intromission_timed_0002=Oh, I'll need you to sort this out on the quicker side.
- mg_ruto_intromission_timed_0003=One more thing, you'll need to hurry. Clients want this handled now.
- mg_ruto_intromission_timed_0004=Yeah, probably should mention that I need this taken care of immediately, so off you go.
- mg_ruto_intromission_title=~mission(Title)
- mg_ruto_intromission_title_0001=job opportunity
- mg_ruto_intromission_title_0002=got a minute?
- mg_ruto_intromission_title_0003=a little arrangement
- mg_ruto_intromission_title_0004=help wanted
- mg_ruto_intromission_title_0005=jobs, right?
- mg_ruto_invite_desc=~mission(description)
- mg_ruto_invite_desc_0001=You handled yourself pretty well. I suppose it's time we meet up and make this official. Sound good? I'm working out of this old tech shop on Grim HEX called Technotic. Just come on in and find me in the back. ~mission(oldman) Anyway, swing by when you can.
- mg_ruto_invite_desc_0002=Thanks for taking care of that little job for me. Hope it wasn't too messy. Anyway, as promised, I'd like to invite you down and see if we can't work out a little arrangement. If you're interested, head on over to Grim HEX. Somewhere in the back halls, you'll find a run down little hole called Technotic. I'm in the back. ~mission(oldman)
- mg_ruto_invite_desc_0003=I think it's about time we talked about your future. Don't you think? You ever been to Grim HEX before? Nasty little corner of nothing in the field above Yela. Swing on by and look for a tech shop called Technotic. I'm in the back. ~mission(oldman) Anyway, we'll have a little chat about your future, yeah? See if we can help each other out.
- mg_ruto_invite_obj_long_01=Meet with Ruto in Grim HEX
- mg_ruto_invite_obj_marker_01=Ruto
- mg_ruto_invite_obj_short_01=Meet with Ruto
- mg_ruto_invite_oldman_001=Don't mind the guy at the front. He's kinda like a watch dog. Just older... and quieter.
- mg_ruto_invite_oldman_002=Whatever you do. Don't piss off the guy at the front. He may not look like much, but he's an ex-Marine.
- mg_ruto_invite_oldman_003=Word of warning, the guy I have guarding the counter is violent. Real violent. If you see him wearing green, run. That's his trigger color.
- mg_ruto_invite_oldman_004=Make sure the guy in the front doesn't talk your ear off.
- mg_ruto_invite_oldman_005=Don't worry about the antique at the front counter. He came with the place.
- mg_ruto_invite_title=~mission(title)
- mg_ruto_invite_title_0001=a mutually beneficial arrangement
- mg_ruto_invite_title_0002=good job, now more jobs
- mg_ruto_invite_title_0003=up for a face to face?
- mg_ruto_invite_title_0004=think it's time we meet
- mg_ruto_invite_title_0005=let's do this
- mg_ruto_outpost_repair_danger_0001=The longer they're dark, the more credits we lose. Need them up and running ASAP.
- mg_ruto_outpost_repair_danger_0002=A lot of people are waiting on them to be up and running again, so basically, hurry the hell up with this.
- mg_ruto_outpost_repair_danger_0003=A lot of credits run through the place which makes this repair pretty damn urgent.
- mg_ruto_outpost_repair_danger_0004=Some other jobs I got cooking are waiting on this being taken care of and I don't like being kept waiting. Faster you get this done the better.
- mg_ruto_outpost_repair_danger_0005=Not to rush you or anything, but this needs to get taken care of fast.
- mg_ruto_outpost_repair_desc=~mission(Desc)
- mg_ruto_outpost_repair_desc_0001=Normally people in our rarified profession don't mind working in the shadows, but having zero power is a bit much. It's even starting to hurt the operations down over at ~mission(Destination). See if you can go sort them out with a new battery, okay? ~mission(Timed)
- mg_ruto_outpost_repair_desc_0002=A storm down surface side a little while back caused some damage and now ~mission(Destination) doesn't have any power at all. Can't really afford to have them down for long, so I need you to bring them a replacement battery. ~mission(Timed)
- mg_ruto_outpost_repair_desc_0003=Some wingnut over at ~mission(Destination) tried fixing an electrical problem on their own and now the whole outpost doesn't have power. Got to love that DIY attitude. I'm having flashbacks to ~mission(DIY). ~mission(Timed)Anyway, do me a favor and run a battery down there.
- mg_ruto_outpost_repair_desc_0004=I'm hoping you have some maintenance experience, because I need someone to bring a replacement battery down to ~mission(Destination). ~mission(Timed)And if anyone's there when you show up, don't let them talk you into cleaning up or anything. The contract is just for the battery.
- mg_ruto_outpost_repair_desc_0005=Got word from ~mission(Destination) that they've gone dark. Not sure what the hell they're doing there, but this is like the fifth time they've lost power this month. Probably trying to run a hot tub or something off the gennie. Either way, gonna need you to bring them a replacement battery. ~mission(Timed)
- mg_ruto_outpost_repair_DIY_0001=my dad trying to fix the air recycler
- mg_ruto_outpost_repair_DIY_0002=my old roommate trying to make his own quantum fuel
- mg_ruto_outpost_repair_DIY_0003=the time this banger I ran with rigged his gun to be autofire and nearly destroyed his ship
- mg_ruto_outpost_repair_DIY_0004=this old miner who figured she could build herself a better EVA suit.
- mg_ruto_outpost_repair_obj_long_01=Acquire replacement battery.
- mg_ruto_outpost_repair_obj_long_02=Go to ~mission(Location).
- mg_ruto_outpost_repair_obj_long_03=Restore power to ~mission(Location).
- mg_ruto_outpost_repair_obj_short_01=Battery
- mg_ruto_outpost_repair_obj_short_02=Repair Site
- mg_ruto_outpost_repair_obj_short_03=Restore Power
- mg_ruto_outpost_repair_title=~mission(Title)
- mg_ruto_outpost_repair_title_0001=battery run
- mg_ruto_outpost_repair_title_0002=black out
- mg_ruto_outpost_repair_title_0003=power outage
- mg_ruto_outpost_repair_title_0004=replacement battery
- mg_ruto_outpost_repair_title_0005=outpost offline
- mg_ruto_planetcollect_body_desc=~mission(Description)
- mg_ruto_planetcollect_body_desc_0001=There was an 'accident' and now there's a couple of boxes of remains where they shouldn't be. ~mission(Client) need a cleaner to cart them off-world. ~mission(Timed)And don't tell me what you do with them. It's probably better if I don't know.
- mg_ruto_planetcollect_body_desc_0002=The ~mission(Client) had a change of leadership and their former manager's been made redundant right through the eyes. Now they need someone to "clear out the desk," so to speak, and dump everything off-world. ~mission(Timed)Really makes me appreciate being self-employed.
- mg_ruto_planetcollect_body_desc_0003=Bit of a going away party / funeral that I want you to attend. The guest of honor needs a ride off-world and you're gonna give it to 'em. Dead bastard really should have known better than to skim from the ~mission(Client). ~mission(Timed)
- mg_ruto_planetcollect_body_desc_0004=Guess there was a bit of a disagreement between a couple of ~mission(Client) that got pretty heated. Anyway, they need someone to escort whatever's left of the losing side off the premises. ~mission(Timed)
- mg_ruto_planetcollect_body_desc_0005=One of the big truths in this 'verse is that dead bodies seldom go anywhere on their own. That's why the ~mission(Client) need us to move one for them. I'm sure you can figure out somewhere suitably private to take the remains. ~mission(Timed)
- mg_ruto_planetcollect_body_obj_long_01=Go to ~mission(Location01|Address).
- mg_ruto_planetcollect_body_obj_long_02=Collect all boxes containing remains and remove them from the site.
- mg_ruto_planetcollect_body_obj_long_03=Get rid of the remains off-world.
- mg_ruto_planetcollect_body_obj_short_01=Collection Site
- mg_ruto_planetcollect_body_obj_short_02=Collect Remains
- mg_ruto_planetcollect_body_obj_short_03=Dump Remains
- mg_ruto_planetcollect_body_obj_short_03a=Boxes
- mg_ruto_planetcollect_body_timed_0001=The longer this sits, the more likely someone who shouldn't stumbles across it. Can't risk that. Not to mention the stench.
- mg_ruto_planetcollect_body_timed_0002=The ~mission(Client) are a little on edge about the remains just sitting out there. I've told them there's nothing to worry about, but let's go ahead and take care of this as fast as possible.
- mg_ruto_planetcollect_body_timed_0003=We need to hurry up and take care of this before before someone starts poking around.
- mg_ruto_planetcollect_body_timed_0004=Gonna call this a rush job. Remain are not going anywhere, but the ~mission(Client) will feel a lot better once everything's been taken care of.
- mg_ruto_planetcollect_body_timed_0005=Don't take too long on this. Last thing we need is for someone else to get to the remains before you do.
- mg_ruto_planetcollect_body_title=~mission(Title)
- mg_ruto_planetcollect_body_title_0001=personnel change
- mg_ruto_planetcollect_body_title_0002=cleaning house
- mg_ruto_planetcollect_body_title_0003=early retirement
- mg_ruto_planetcollect_body_title_0004=one last trip
- mg_ruto_planetcollect_body_title_0005=rest in peace
- mg_ruto_planetcollect_body_title_0006=final destination
- mg_ruto_planetcollect_chem_marker_03=Chemicals
- mg_ruto_planetcollect_drug_desc_0001=This is a simple delivery run. Pick up a box of ~mission(drug) from ~mission(location) and take it to ~mission(destination). ~mission(trouble)~mission(rush)
- mg_ruto_planetcollect_drug_desc_0002=Short and sweet. You're gonna head to~mission(location) and pick up a shipment of ~mission(drug). Make sure you keep a low profile and run it to ~mission(destination)". Simple. ~mission(rush)~mission(threat)One more thing. This is for the ~mission(client), so don't screw it up.
- mg_ruto_planetcollect_drug_desc_0003=Word's come down that the ~mission(client) need some product moved from ~mission(location) and delivered to ~mission(destination). ~mission(rush)~mission(trouble)Hopefully I don't need to reiterate this, but don't even think about sampling the supply.
- mg_ruto_planetcollect_drug_desc_0004=Apparently there's been a high demand for ~mission(drug), so the ~mission(client) need to re-up their dealers. You're gonna head down to ~mission(location), pick up the package and take it to ~mission(destination). ~mission(rush)~mission(trouble)
- mg_ruto_planetcollect_drug_desc_0005=Here you go. Like I said, it's a pretty straightforward job. ~mission(client) need some ~mission(drug) grabbed from ~mission(location) and taken to ~mission(destination). ~mission(trouble)You do this right and not only will you stay in my good graces, you'll make some nice creds as well. Seems fair, right? ~mission(rush)
- mg_ruto_planetcollect_drug_rush_0001=This job comes with a timetable, so I'm gonna need you to move quick on this.
- mg_ruto_planetcollect_drug_rush_0002=Hurry up too. I'm told the masses are eager for their party favors.
- mg_ruto_planetcollect_drug_rush_0003=You'll be on a clock with this one. The~mission(client) need their supply quick.
- mg_ruto_planetcollect_drug_rush_0004=Move quick. I'm gonna be timing you on this one.
- mg_ruto_planetcollect_drug_title_0001=courier
- mg_ruto_planetcollect_drug_title_0002=package run
- mg_ruto_planetcollect_drug_title_0003=delivery needed
- mg_ruto_planetcollect_drug_title_0004=courier gig
- mg_ruto_planetcollect_drug_title_0005=smuggler wanted
- mg_ruto_planetcollect_drug_title_0006=a simple run
- mg_ruto_planetcollect_drug_trouble_0001=This is a drug run, so keep an eye out for baddies, yeah?
- mg_ruto_planetcollect_drug_trouble_0002=A little bird told me that there might be some heavies out gunning for this job too.
- mg_ruto_planetcollect_drug_trouble_0003=You might need to fight some people on this one. Just so you know.
- mg_ruto_planetcollect_drug_trouble_0004=Be ready for a scrap. I'm not expecting this one to go smoothly.
- mg_ruto_planetcollect_steal_danger_0001=Make sure you bring some guns. There's a high potentiality that this one might get a little rough.
- mg_ruto_planetcollect_steal_danger_0002=There's a good chance you might need to kill some people on this one. I trust you don't have a problem with that.
- mg_ruto_planetcollect_steal_danger_0003=And keep your eyes open. Word is there are predators circling, if you get my meaning.
- mg_ruto_planetcollect_steal_danger_0004=You don't mind killing people right? I'm not promising anything, but you might want to make sure you got some guns.
- mg_ruto_planetcollect_steal_danger_0005=Guy I know said that this job might've been shopped around before it landed with me, so there might be some unfriendly competition out there. Handle them.
- mg_ruto_planetcollect_steal_desc=~mission(desc)
- mg_ruto_planetcollect_steal_desc_0001=~mission(client) need a ~mission(item) transported from ~mission(location) and dropped at ~mission(destination). ~mission(rush)~mission(trouble)
- mg_ruto_planetcollect_steal_desc_0002=You know how to move a box, right? This is right up your alley then. Pick up a ~mission(item) at ~mission(location) and run it over to ~mission(destination). ~mission(trouble)Get it done right and the ~mission(client) cut you some creds. Simple. ~mission(rush)
- mg_ruto_planetcollect_steal_desc_0003=We've been hired by the ~mission(client) to move some cargo. Now, they didn't tell me what's in the box and you're going to be paid not to care. All you gotta do is snag the ~mission(item) from ~mission(location) and get it to ~mission(destination) in one piece. ~mission(rush)~mission(threat) \n\nOh, do me a favor and don't look inside, okay?
- mg_ruto_planetcollect_steal_desc_0004=As far as gigs go, they don't get much more basic than this. All you gotta do is go to ~mission(location) and snag a ~mission(item). Once you got it, take it over to ~mission(destination) and dump it. That's it. Seriously. ~mission(rush)~mission(trouble)
- mg_ruto_planetcollect_steal_desc_0005=This is a a straight cargo run. The ~mission(item) needs to get from ~mission(location) to ~mission(destination). ~mission(rush)~mission(trouble)This is a job for the ~mission(client), so don't screw it up.
- mg_ruto_planetcollect_steal_desc_0006=Got a simple run for you. Well... it should be pretty simple. ~mission(client) need a ~mission(item) moved from ~mission(location) to ~mission(destination). ~mission(rush)~mission(threat)Get the ~mission(item) there in one piece and you get paid. Like I said, simple.
- mg_ruto_planetcollect_steal_obj_long_01=Go to ~mission(location).
- mg_ruto_planetcollect_steal_obj_long_02=Acquire the ~mission(item)
- mg_ruto_planetcollect_steal_obj_long_03=Deliver it to ~mission(destination)
- mg_ruto_planetcollect_steal_obj_short_01=Go Here
- mg_ruto_planetcollect_steal_obj_short_02=Grab Stuff
- mg_ruto_planetcollect_steal_obj_short_03=Deliver Goods
- mg_ruto_planetcollect_steal_rush_0001=I'm gonna need you to go light speed on this one.
- mg_ruto_planetcollect_steal_rush_0002=Think you can prioritize this? Clients were very insistent that it happens quickly.
- mg_ruto_planetcollect_steal_rush_0003=Hurry up on this one. There are people waiting.
- mg_ruto_planetcollect_steal_rush_0004=If you do this job, make sure you take care of it quick.
- mg_ruto_planetcollect_steal_rush_0005=Move quick and get this done.
- mg_ruto_planetcollect_steal_title=~mission(title)
- mg_ruto_planetcollect_steal_title_0001=need something nicked
- mg_ruto_planetcollect_steal_title_0002=quick run
- mg_ruto_planetcollect_steal_title_0003=pick up, drop off, you know...
- mg_ruto_planetcollect_steal_title_0004=that thing I was telling you about
- mg_ruto_planetcollect_steal_title_0005=prime opportunity
- mg_ruto_planetcollect_waste_desc=~mission(Description)
- mg_ruto_planetcollect_waste_desc_0001=Here's the deal. Some people I know have some ~mission(Item) that needs disposing of. I know. I know. Not exactly the type of work you dreamed of doing, but creds are creds, right? Times like these, people should be grateful for anything that comes their way. All you gotta do is pick up the ~mission(Item) and dump it off-world. Don't care where, but maybe not in front of some cops.
- mg_ruto_planetcollect_waste_desc_0002=Kind of a basic run. Not really worth your talents, but hey, a gig's a gig, right? All you gotta do is pick up some ~mission(Item) and get rid of it. That's it.
- mg_ruto_planetcollect_waste_desc_0003=Need you to swing by one of my clients and take away some ~mission(Item). They're paying to get it off-site and off-world, but don't care what happens after that, so neither do I. Do it and you'll get paid.
- mg_ruto_planetcollect_waste_desc_0004=Looks like a friend needs some ~mission(Item) disposed of without any questions. Head there, grab the ~mission(Item) and dump it off-world. They don't come much simpler.
- mg_ruto_planetcollect_waste_desc_0005=Hope you don't mind getting your hands dirty. I'm serious. This isn't a metaphor. There's some ~mission(Item) that needs to get dumped. Head on over and they should have it all boxed up and waiting for you to get off-world. One time contract. Standard pay.
- mg_ruto_planetcollect_waste_desc_0006=This here's a quick one. Shouldn't be too much trouble. There's some ~mission(Item) that needs to disappear. Pick it up, dump it off, get paid.
- mg_ruto_planetcollect_waste_obj_long_01=Go to ~mission(Location01|Address).
- mg_ruto_planetcollect_waste_obj_long_02=Collect all ~mission(Item).
- mg_ruto_planetcollect_waste_obj_long_03=Get rid of ~mission(Item) off-world.
- mg_ruto_planetcollect_waste_obj_short_01=Pickup Site
- mg_ruto_planetcollect_waste_obj_short_02=Collect Waste
- mg_ruto_planetcollect_waste_obj_short_03=Remove Waste
- mg_ruto_planetcollect_waste_obj_short_03a=Waste
- mg_ruto_planetcollect_waste_title=~mission(Title)
- mg_ruto_planetcollect_waste_title_0001=crap toss
- mg_ruto_planetcollect_waste_title_0002=bio-waste dump
- mg_ruto_planetcollect_waste_title_0003=disposal
- mg_ruto_sectorsweep_danger_001=And I don't know if they've been doing some special training, or if they changed what they've been feeding the bastards, but some of these security pilots aren't half bad at fighting. Make sure you go in ready.
- mg_ruto_sectorsweep_danger_002=Now, if this was a one on one, I'd put my credits on you hands down, but since these sec-jobs tend to travel in packs, clearing them out may end up being a pretty tough fight. Not trying to scare you off, just think you should know what you're in for.
- mg_ruto_sectorsweep_danger_003=Be good to teach these corporate guns that standing up to the ~mission(client) doesn't pay. However hard they fight - and trust me, they're gonna fight - you fight back even harder.
- mg_ruto_sectorsweep_danger_004=Of course, as much as we make fun of these security hacks, don't underestimate them. Any idiot with a gun can kill you if you get sloppy.
- mg_ruto_sectorsweep_desc=~mission(description)
- mg_ruto_sectorsweep_desc_0001=~mission(contractor) have gone ahead and started poking around somewhere they shouldn't. You're gonna make them stop. Head out to ~mission(location) and clear every last one of those advocacy-wannabes from along their patrol route. ~mission(danger)
- mg_ruto_sectorsweep_desc_0002=Seems ~mission(contractor) has started patrolling out over in ~mission(location) by some of the ~mission(client)' territory. They'd normally take care of it themselves but since they've got something bigger in the works that they'd rather not risk, decided to hire an outsider to sweep the area clear. ~mission(danger)Last thing, try not to let any of them escape. It's not really professional, you know?
- mg_ruto_sectorsweep_desc_0003=The ~mission(client) have a score all lined up, but they can't do anything about because some over-achieving ~mission(contractor) lugs are patrolling ~mission(location). Need you to fly along the route and take out any security you find. ~mission(danger)
- mg_ruto_sectorsweep_desc_0004=I tried to warn them, but the ~mission(client) got overeager and now, thanks to them attacking too many civies, ~mission(contractor)'s stepping up patrols through ~mission(location). Gotten so bad they can't do business as long as security's there. That's where we come in. You're going to fly the patrol route and sweep it clean. ~mission(danger)Honestly though, I think you're gonna have a lot of fun with this one.
- mg_ruto_sectorsweep_desc_0005=Despite the best efforts of myself and the other criminally-minded individuals in this sector, ~mission(contractor) is still trying to clean the place up. They even started patrolling out in ~mission(location). Can you believe it? There's no way we're gonna let that kind of initiative stand, so that's why you're going to fly along this patrol and clear them the hell out. ~mission(danger)
- mg_ruto_sectorsweep_obj_long_01=Visit all of the patrol beacons and clear out any security.
- mg_ruto_sectorsweep_obj_marker_02=Patrol Beacon
- mg_ruto_sectorsweep_obj_short_01=Go To Patrol Beacon
- mg_ruto_sectorsweep_obj_short_02=Eliminate Security
- mg_ruto_sectorsweep_obj_short_03=Go To Next Patrol Beacon
- mg_ruto_sectorsweep_title=~mission(title)
- mg_ruto_sectorsweep_title_0001=cleaning house
- mg_ruto_sectorsweep_title_0002=security sweep
- mg_ruto_sectorsweep_title_0003=bad neighbors
- mg_ruto_sectorsweep_title_0004=all clear
- mg_ruto_sectorsweep_title_0005=get out
- mg_ruto_spacecargo_illegal_danger_0001=Word is there's trouble in the area, so keep sharp.
- mg_ruto_spacecargo_illegal_danger_0002=Anyone messes with you, you drop them, yeah?
- mg_ruto_spacecargo_illegal_danger_0003=Another thing, this'll take you in some rough parts of space. I'd recommend guns. Lots of guns.
- mg_ruto_spacecargo_illegal_danger_0004=You know, looking at the ~mission(ship)'s position, I'm thinking you might wanna make sure your guns are all charged up.
- mg_ruto_spacecargo_illegal_danger_0005=One of my people told me the ~mission(client) might've shopped this job around, so you may run into some trouble.
- mg_ruto_spacecargo_illegal_desc=~mission(desc)
- mg_ruto_spacecargo_illegal_desc_0001=A ~mission(ship) got punched out while on the drift. ~mission(client) are paying for someone to go out and pull a ~mission(item) from the wreck. ~mission(trouble)Once you get it, they want it dropped over at ~mission(destination). Sort it and you get paid. I'll send all the details about ~mission(location). ~mission(rush)
- mg_ruto_spacecargo_illegal_desc_0002=I'll keep this simple. I need you to extract a ~mission(item) from the corpse of a ~mission(ship) and leave it at ~mission(destination). ~mission(rush)The ~mission(client) passed along the location of ~mission(location). ~mission(trouble)
- mg_ruto_spacecargo_illegal_desc_0003=~mission(client) are hiring. They want someone to head out to ~mission(location) and snag a ~mission(item) from the wreck. I don't know if they killed the ~mission(ship) and I don't really care. Once you got the ~mission(item), just take it over to ~mission(destination) and drop it off. ~mission(rush)~mission(trouble)
- mg_ruto_spacecargo_illegal_desc_0004=This is that gig I was telling you about. Seems pretty casual, if you ask me, but I don't have to go out there. Anyway, ~mission(client) want someone to pull a ~mission(item) from a ~mission(ship) corpse and run it over to ~mission(destination). ~mission(trouble)That's it. ~mission(rush)
- mg_ruto_spacecargo_illegal_desc_0005=I know how much love crawling around the wreckage of a ~mission(ship) so I saved this one just for you. And guess what, the ~mission(client) will even pay you for it. All you gotta do is snag a ~mission(item) while you're out there and take it to ~mission(destination). I'll send you the details on ~mission(location). ~mission(rush)~mission(trouble)
- mg_ruto_spacecargo_illegal_desc_0006=I'm gonna include the exact job request from the ~mission(client) in its entirety just so you can see what I have to deal with:\n\nhy Ruta, my offaz an i went an downed a ~mission(ship) off in the black. bozz wanna boxes from it but didnt tell us. we three bottlz inna night and needin someone to go grab it. i sendin creds for it. \n\nI just don't know how some of these idiots stay alive as long as they do, much less fly a spaceship. Anyway, to translate, they need a ~mission(item) grabbed from ~mission(location) and delivered to ~mission(destination). They'll pay you after if they aren't too drunk. ~mission(rush)~mission(trouble)
- mg_ruto_spacecargo_illegal_obj_long_01=Go to ~mission(location).
- mg_ruto_spacecargo_illegal_obj_long_02=Acquire the ~mission(item)
- mg_ruto_spacecargo_illegal_obj_long_03=Deliver it to ~mission(destination)
- mg_ruto_spacecargo_illegal_obj_short_01=Go Here
- mg_ruto_spacecargo_illegal_obj_short_02=Grab Stuff
- mg_ruto_spacecargo_illegal_obj_short_03=Deliver Goods
- mg_ruto_spacecargo_illegal_timed_0001=They're gonna need this delivered sharpish.
- mg_ruto_spacecargo_illegal_timed_0002=And get a move on, yeah? I need this done now.
- mg_ruto_spacecargo_illegal_timed_0003=Let's put on our speedy pants for this one, okay? This needs to get done sooner than later.
- mg_ruto_spacecargo_illegal_timed_0004=Gonna need you to move fast on this. The ~mission(client) want it done now.
- mg_ruto_spacecargo_illegal_timed_0005=If you do this, move fast, okay? The pay comes with a clock.
- mg_ruto_spacecargo_illegal_title=~mission(title)
- mg_ruto_spacecargo_illegal_title_0001=space boost
- mg_ruto_spacecargo_illegal_title_0002=wreck diving
- mg_ruto_spacecargo_illegal_title_0003=need a scavenger
- mg_ruto_spacecargo_illegal_title_0004=need a ~mission(item)
- mg_ruto_spacecargo_illegal_title_0005=retrieval
- mg_ruto_spacecargo_illegal_title_0006=No questions
- mg_ruto_spacecargo_illegal_title_0007=blah blah
- mg_ruto_spacecargo_illegal_title_0008=~mission(ship) dive
- mg_ruto_spacecargo_illegal_title_0009=package run
- mg_ruto_spacecargo_illegal_title_0010=pick up drop off
- mg_ruto_spacesteal_danger_0001=Odds are this job's gonna get a little bloody. Might wanna ready yourself for that.
- mg_ruto_spacesteal_danger_0002=Handle anyone that gets in your way.
- mg_ruto_spacesteal_danger_0003=Get ready for some violence, yeah? I don't think this'll go peacefully.
- mg_ruto_spacesteal_danger_0004=I'd bring some guns too. You know, in case this gets ugly.
- mg_ruto_spacesteal_desc=~mission(Contractor|StealDescription)
- mg_ruto_spacesteal_desc_0001=Here's the deal, got a tip from ~mission(Contractor|StealNickname) that some skag named ~mission(TargetName) got real ambitious and snagged a ~mission(Contractor|StealItem) from some suckers. That's all well and good, but it seems that they owe some creds to the ~mission(client) and have been refusing to use their newfound wealth to settle up. Now, the ~mission(client) want someone to ghost 'em and retrieve the ~mission(Contractor|StealItem) from the wreck. That way, they get their money back and remind any future idiots that they gotta pay their debts. ~mission(Contractor|StealTimed) Once you get the goods, drop them off at ~mission(destination) and get paid. ~mission(Contractor|StealDanger)
- mg_ruto_spacesteal_desc_0002=How do you feel about thieving from thieves? Shouldn't matter, right? The ~mission(client) are looking to hire someone to obtain ~mission(Contractor|StealItem) from some geezer's ship. Find them, hit them, grab the stuff and drop it at ~mission(destination). That'll be that. ~mission(Contractor|StealTimed) ~mission(Contractor|StealDanger)
- mg_ruto_spacesteal_desc_0003=Here's that robbery I was telling you about. Need you to hit some poor bastard named ~mission(TargetName) who's made the massive mistake of acquiring some ~mission(Contractor|StealItem) that the ~mission(client) are looking to obtain. ~mission(Contractor|StealDanger) Once you got it, run it over to ~mission(destination) and I'll make sure your credits are waiting. After my cut, of course. ~mission(Contractor|StealTimed)
- mg_ruto_spacesteal_desc_0004=How're your boosting skills these days? Job's fairly simple. Track down a ship owned by ~mission(TargetName), take it out and retrieve a ~mission(Contractor|StealItem) from the wreckage. ~mission(Contractor|StealTimed) ~mission(Danger) Once you got it, all you gotta do is drop off the ~mission(Contractor|StealItem) over at ~mission(destination). Pay's coming down from ~mission(client), so make sure you deliver.
- mg_ruto_spacesteal_desc_0005=~mission(client) are paying for someone to knock over ~mission(TargetName)'s ship and steal a ~mission(Contractor|StealItem). Contract's very specific that they got to go. No bargains, no mercy, just one to the dome and a trip to their cargo hold. Take the stuff to ~mission(destination) and get paid. ~mission(Contractor|StealTimed) ~mission(Contractor|StealDanger)
- mg_ruto_spacesteal_desc_0006=Friend of mine said that ~mission(nickname) was posted up in Old38 wasted out of their mind, bragging about how ~mission(TargetName) had scored a ~mission(Contractor|StealItem) that was, and I quote, 'valuable as hell.' Now, I floated this tidbit out to the sharks and the ~mission(client) were the most interested. They're willing to pay for you to head out, track down ~mission(TargetName|Last)'s ship and snatch the loot. Once you do, run it over to ~mission(destination) and drop it off. ~mission(client) will transfer the creds once they get it. ~mission(Contractor|StealTimed) ~mission(Contractor|StealDanger) I think we've all learned a valuable lesson about the dangers of bragging, haven't we?
- mg_ruto_spacesteal_nickname_0001=Needles
- mg_ruto_spacesteal_nickname_0002=Little Mop
- mg_ruto_spacesteal_nickname_0003=Knuckles Mackleroy
- mg_ruto_spacesteal_nickname_0004=Clip Wilson
- mg_ruto_spacesteal_nickname_0005=Tee-Cee
- mg_ruto_spacesteal_obj_long_01=Track down ~mission(TargetName)'s ship.
- mg_ruto_spacesteal_obj_long_02=Take out ~mission(TargetName|Last).
- mg_ruto_spacesteal_obj_long_03=Grab the ~mission(Contractor|StealItem).
- mg_ruto_spacesteal_obj_long_04=Deliver ~mission(Contractor|StealItem) to ~mission(destination)
- mg_ruto_spacesteal_obj_short_01=~mission(TargetName)
- mg_ruto_spacesteal_obj_short_02=Kill Target
- mg_ruto_spacesteal_obj_short_03=Grab goods
- mg_ruto_spacesteal_obj_short_04=Deliver goods
- mg_ruto_spacesteal_obj_short_04a=Stolen goods
- mg_ruto_spacesteal_timed_0001=Gonna need you to burn on this. Time's tight.
- mg_ruto_spacesteal_timed_0002=Move fast, okay? I want this handled quickly.
- mg_ruto_spacesteal_timed_0003=I'm gonna need you to hop on this quick. ~mission(client) want it resolved.
- mg_ruto_spacesteal_timed_0004=This is a priority gig. Hear me? If you're in, you get it done. No wasting around.
- mg_ruto_spacesteal_title=~mission(Contractor|StealTitle)
- mg_ruto_spacesteal_title_0001=smash and grab
- mg_ruto_spacesteal_title_0002=boost job
- mg_ruto_spacesteal_title_0003=hit and a heist
- mg_ruto_spacesteal_title_0004=spaceway robbery
- mileseckhart_from_illegal=M
- MiningClaim_NB1_001=Mining Claim #JK7-L0L
- MiningClaim_NB1_002=Mining Claim #TWU-19T
- MiningClaim_NB1_003=Mining Claim #N4I-FN8
- MiningClaim_NB1_004=Mining Claim #Y55-06R
- MiningClaim_NB1_005=Mining Claim #8PB-H2A
- MiningClaim_NB1_006=Mining Claim #A2J-2LQ
- MiningClaim_NB1_007=Mining Claim #N0S-4R2
- MiningClaim_NB1_008=Mining Claim #R2D-C3P
- MiningClaim_S1L1_001=Mining Claim #5GU-TMT
- MiningClaim_S1L1_002=Mining Claim #252-RDC
- MiningClaim_S1L1_003=Mining Claim #SA0-62G
- MiningClaim_S1L1_004=Mining Claim #LW2-QQA
- MiningClaim_S1L1_005=Mining Claim #89K-011
- MiningClaim_S1L1_006=Mining Claim #W80-8T2
- MiningClaim_S1L1_007=Mining Claim #PCV-664
- MiningClaim_S1L1_008=Mining Claim #564-AT7
- MiningClaim_S1L2_001=Mining Claim #L7X-O1Z
- MiningClaim_S1L2_002=Mining Claim #46K-104
- MiningClaim_S1L2_003=Mining Claim #117-P8P
- MiningClaim_S1L2_004=Mining Claim #407-4F2
- MiningClaim_S1L2_005=Mining Claim #26X-9QI
- MiningClaim_S1L2_006=Mining Claim #117-6KR
- MiningClaim_S1L2_007=Mining Claim #17D-NF2
- MiningClaim_S1L2_008=Mining Claim #1P2-O6W
- MiningClaim_S1L3_001=Mining Claim #MHP-7R3
- MiningClaim_S1L3_002=Mining Claim #7Y5-2BL
- MiningClaim_S1L3_003=Mining Claim #3EH-MR5
- MiningClaim_S1L3_004=Mining Claim #286-T23
- MiningClaim_S1L3_005=Mining Claim #M9Q-1JW
- MiningClaim_S1L3_006=Mining Claim #H29-61U
- MiningClaim_S1L3_007=Mining Claim #X79-361
- MiningClaim_S1L3_008=Mining Claim #T9P-B90
- MiningClaim_S1L4_001=Mining Claim #P0C-84M
- MiningClaim_S1L4_002=Mining Claim #OXK-LWP
- MiningClaim_S1L4_003=Mining Claim #IG2-PUS
- MiningClaim_S1L4_004=Mining Claim #5P7-CB5
- MiningClaim_S1L4_005=Mining Claim #5TP-9LV
- MiningClaim_S1L4_006=Mining Claim #K16-4PN
- MiningClaim_S1L4_007=Mining Claim #U7S-YF2
- MiningClaim_S1L4_008=Mining Claim #0A3-EB6
- MiningClaim_S1L5_001=Mining Claim #62W-6FF
- MiningClaim_S1L5_002=Mining Claim #031-L6W
- MiningClaim_S1L5_003=Mining Claim #H08-C6Q
- MiningClaim_S1L5_004=Mining Claim #P4S-50Z
- MiningClaim_S1L5_005=Mining Claim #69H-T0M
- MiningClaim_S1L5_006=Mining Claim #9R4-US2
- MiningClaim_S1L5_007=Mining Claim #PY9-010
- MiningClaim_S1L5_008=Mining Claim #2ZK-92P
- MiningClaim_S2L1_001=Mining Claim #LOW-9SW
- MiningClaim_S2L1_002=Mining Claim #M77-B9R
- MiningClaim_S2L1_003=Mining Claim #RDM-570
- MiningClaim_S2L1_004=Mining Claim #U3Z-O5M
- MiningClaim_S2L1_005=Mining Claim #Q02-658
- MiningClaim_S2L1_006=Mining Claim #6QU-VLF
- MiningClaim_S2L1_007=Mining Claim #187-EK3
- MiningClaim_S2L1_008=Mining Claim #2JR-IH4
- MiningClaim_S2L2_001=Mining Claim #A28-8FL
- MiningClaim_S2L2_002=Mining Claim #35D-O40
- MiningClaim_S2L2_003=Mining Claim #JMH-ZE9
- MiningClaim_S2L2_004=Mining Claim #MEY-8X6
- MiningClaim_S2L2_005=Mining Claim #B60-06N
- MiningClaim_S2L2_006=Mining Claim #1EM-8KZ
- MiningClaim_S2L2_007=Mining Claim #659-7F9
- MiningClaim_S2L2_008=Mining Claim #0ND-1C6
- MiningClaim_S2L3_001=Mining Claim #SNS-133
- MiningClaim_S2L3_002=Mining Claim #7BH-6IB
- MiningClaim_S2L3_003=Mining Claim #B93-ECE
- MiningClaim_S2L3_004=Mining Claim #1WF-8Q2
- MiningClaim_S2L3_005=Mining Claim #233-0BG
- MiningClaim_S2L3_006=Mining Claim #5QZ-EVL
- MiningClaim_S2L3_007=Mining Claim #2AO-YXA
- MiningClaim_S2L3_008=Mining Claim #6VQ-R0L
- MiningClaim_S2L4_001=Mining Claim #PWG-V76
- MiningClaim_S2L4_002=Mining Claim #MJF-18Z
- MiningClaim_S2L4_003=Mining Claim #3S4-69I
- MiningClaim_S2L4_004=Mining Claim #IF4-44E
- MiningClaim_S2L4_005=Mining Claim #4QI-L3K
- MiningClaim_S2L4_006=Mining Claim #YNV-4N2
- MiningClaim_S2L4_007=Mining Claim #36Y-F4E
- MiningClaim_S2L4_008=Mining Claim #BU8-982
- MiningClaim_S2L5_001=Mining Claim #A83-1XB
- MiningClaim_S2L5_002=Mining Claim #714-SK2
- MiningClaim_S2L5_003=Mining Claim #Z8V-6O0
- MiningClaim_S2L5_004=Mining Claim #J2P-9P8
- MiningClaim_S2L5_005=Mining Claim #35F-7IY
- MiningClaim_S2L5_006=Mining Claim #J5B-CJZ
- MiningClaim_S2L5_007=Mining Claim #W70-48O
- MiningClaim_S2L5_008=Mining Claim #UU1-PPU
- MiningClaim_S3L1_001=Mining Claim #6G3-YNQ
- MiningClaim_S3L1_002=Mining Claim #LH7-KP4
- MiningClaim_S3L1_003=Mining Claim #10E-4EX
- MiningClaim_S3L1_004=Mining Claim #0K8-HE1
- MiningClaim_S3L1_005=Mining Claim #95S-AN6
- MiningClaim_S3L1_006=Mining Claim #H20-5FY
- MiningClaim_S3L1_007=Mining Claim #9WB-MTS
- MiningClaim_S3L1_008=Mining Claim #X1A-79O
- MiningClaim_S3L2_001=Mining Claim #489-YQ1
- MiningClaim_S3L2_002=Mining Claim #Z4O-0M1
- MiningClaim_S3L2_003=Mining Claim #2FC-DQ3
- MiningClaim_S3L2_004=Mining Claim #19F-MUY
- MiningClaim_S3L2_005=Mining Claim #05D-PZR
- MiningClaim_S3L2_006=Mining Claim #FJ2-26X
- MiningClaim_S3L2_007=Mining Claim #9OE-85E
- MiningClaim_S3L2_008=Mining Claim #29N-704
- MiningClaim_S3L3_001=Mining Claim #Q97-6C7
- MiningClaim_S3L3_002=Mining Claim #581-679
- MiningClaim_S3L3_003=Mining Claim #4V3-M95
- MiningClaim_S3L3_004=Mining Claim #761-0K4
- MiningClaim_S3L3_005=Mining Claim #T8B-OA8
- MiningClaim_S3L3_006=Mining Claim #SR3-8DH
- MiningClaim_S3L3_007=Mining Claim #6H0-FUN
- MiningClaim_S3L3_008=Mining Claim #LD7-2A3
- MiningClaim_S3L4_001=Mining Claim #FUR-603
- MiningClaim_S3L4_002=Mining Claim #91Y-6R6
- MiningClaim_S3L4_003=Mining Claim #A69-9BQ
- MiningClaim_S3L4_004=Mining Claim #44L-158
- MiningClaim_S3L4_005=Mining Claim #8Y9-8K5
- MiningClaim_S3L4_006=Mining Claim #D00-PR7
- MiningClaim_S3L4_007=Mining Claim #KY3-74D
- MiningClaim_S3L4_008=Mining Claim #EOB-B9F
- MiningClaim_S3L5_001=Mining Claim #H9G-ZHJ
- MiningClaim_S3L5_002=Mining Claim #MY9-2O0
- MiningClaim_S3L5_003=Mining Claim #1TM-U9Z
- MiningClaim_S3L5_004=Mining Claim #L9N-MH5
- MiningClaim_S3L5_005=Mining Claim #QR4-25Q
- MiningClaim_S3L5_006=Mining Claim #09W-2GR
- MiningClaim_S3L5_007=Mining Claim #9GW-F38
- MiningClaim_S3L5_008=Mining Claim #287-UMO
- MiningClaim_S4L1_001=Mining Claim #L7D-UG3
- MiningClaim_S4L1_002=Mining Claim #57M-5RP
- MiningClaim_S4L1_003=Mining Claim #36Z-097
- MiningClaim_S4L1_004=Mining Claim #45C-BPM
- MiningClaim_S4L1_005=Mining Claim #623-1V4
- MiningClaim_S4L1_006=Mining Claim #960-5X4
- MiningClaim_S4L1_007=Mining Claim #1A0-R16
- MiningClaim_S4L1_008=Mining Claim #5O8-Q79
- MiningClaim_S4L2_001=Mining Claim #4S4-27T
- MiningClaim_S4L2_002=Mining Claim #GU2-7X3
- MiningClaim_S4L2_003=Mining Claim #09F-C90
- MiningClaim_S4L2_004=Mining Claim #18H-T53
- MiningClaim_S4L2_005=Mining Claim #656-VXK
- MiningClaim_S4L2_006=Mining Claim #O36-381
- MiningClaim_S4L2_007=Mining Claim #UR6-090
- MiningClaim_S4L2_008=Mining Claim #KA3-ON4
- MiningClaim_S4L3_001=Mining Claim #6D4-4XP
- MiningClaim_S4L3_002=Mining Claim #FR8-8XV
- MiningClaim_S4L3_003=Mining Claim #2R5-806
- MiningClaim_S4L3_004=Mining Claim #5Z4-1YV
- MiningClaim_S4L3_005=Mining Claim #I13-200
- MiningClaim_S4L3_006=Mining Claim #IUP-MT4
- MiningClaim_S4L3_007=Mining Claim #X31-V3V
- MiningClaim_S4L3_008=Mining Claim #D82-461
- MiningClaim_S4L4_001=Mining Claim #ZGA-66M
- MiningClaim_S4L4_002=Mining Claim #LX4-224
- MiningClaim_S4L4_003=Mining Claim #L86-O64
- MiningClaim_S4L4_004=Mining Claim #P15-YC2
- MiningClaim_S4L4_005=Mining Claim #5NN-VVJ
- MiningClaim_S4L4_006=Mining Claim #LCU-0CH
- MiningClaim_S4L4_007=Mining Claim #DAV-F2K
- MiningClaim_S4L4_008=Mining Claim #38L-OJB
- MiningClaim_S4L5_001=Mining Claim #0O3-77D
- MiningClaim_S4L5_002=Mining Claim #260-K0V
- MiningClaim_S4L5_003=Mining Claim #94T-Y5T
- MiningClaim_S4L5_004=Mining Claim #N03-CF2
- MiningClaim_S4L5_005=Mining Claim #1OD-G13
- MiningClaim_S4L5_006=Mining Claim #2NB-SH5
- MiningClaim_S4L5_007=Mining Claim #3UB-W93
- MiningClaim_S4L5_008=Mining Claim #2A5-7XY
- MiningClaimLawful_Description_001=**WIP** Lawful Description
- MiningClaimLawful_From_001=**WIP** Lawful From
- MiningClaimLawful_Objective_Long_001=**WIP** Investigate some mining activity that has been taking place at ~mission(Location)
- MiningClaimLawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
- MiningClaimLawful_Objective_Long_003=**WIP** Return to ~mission(location)
- MiningClaimLawful_Objective_Short_001=**WIP** Go to ~mission(Location)
- MiningClaimLawful_Objective_Short_002=**WIP** Destroy sentries
- MiningClaimLawful_Objective_Short_003=**WIP** Return to ~mission(Location)
- MiningClaimLawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
- MiningClaimLawful_ObjectiveMarker_002=**WIP** Search this area
- MiningClaimLawful_ObjectiveMarker_003=**WIP** Return to search area
- MiningClaimLawful_Title_001=**WIP** Lawful Title
- MiningClaims_Desc_001=A privately owned mining claim that has been registered with the UEE Bureau of Resource Management. No unauthorized access allowed.
- MiningClaimUnlawful_Description_001=**WIP** Unlawful Description
- MiningClaimUnlawful_From_001=**WIP** Unlawful From
- MiningClaimUnlawful_Objective_Long_001=**WIP** Free up some space for our boys to come and mine some good resources at ~mission(Location)
- MiningClaimUnlawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
- MiningClaimUnlawful_Objective_Long_003=**WIP** Return to ~mission(Location)
- MiningClaimUnlawful_Objective_Short_001=**WIP** Go and investigate private mining area
- MiningClaimUnlawful_Objective_Short_002=**WIP** Destroy sentries
- MiningClaimUnlawful_Objective_Short_003=**WIP** Return to ~mission(Location)
- MiningClaimUnlawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
- MiningClaimUnlawful_ObjectiveMarker_002=**WIP** Search this area
- MiningClaimUnlawful_ObjectiveMarker_003=**WIP** Return to search area
- MiningClaimUnlawful_Title_001=**WIP** Unlawful Title
- misfire_General_Cooler_Critical=Failure
- misfire_General_Cooler_Major=Reduction
- misfire_General_Cooler_Minor=Fluctuation
- misfire_General_EMP_Critical=Critical Misfire
- misfire_General_EMP_Major=Major Misfire
- misfire_General_EMP_Minor=Minor Misfire
- misfire_General_PowerPlant_Critical=Restarting
- misfire_General_PowerPlant_Major=Unstable
- misfire_General_PowerPlant_Minor=Anomaly
- misfire_General_QuantumDrive_Critical=Critical Misfire
- misfire_General_QuantumDrive_Major=Major Misfire
- misfire_General_QuantumDrive_Minor=Minor Misfire
- misfire_General_Shield_Critical=Failure
- misfire_General_Shield_Major=Drain
- misfire_General_Shield_Minor=Irregularity
- misfire_General_Thruster_Critical=Resetting
- misfire_General_Thruster_Major=Surging
- misfire_General_Thruster_Minor=Fluctuation
- misfires_misfire=Misfire
- MissingPersons_Crew_01=Locate Captain
- MissingPersons_Crew_010=Locate Co-pilot
- MissingPersons_Crew_010a=Locate Co-pilot ~mission(TargetName)
- MissingPersons_Crew_011=Locate Scan Tech
- MissingPersons_Crew_011a=Locate Scan Tech ~mission(TargetName)
- MissingPersons_Crew_012=Locate Chief Engineer
- MissingPersons_Crew_012a=Locate Chief Engineer ~mission(TargetName)
- MissingPersons_Crew_01a=Locate Captain ~mission(TargetName)
- MissingPersons_Crew_02=Locate Pilot
- MissingPersons_Crew_02a=Locate Pilot ~mission(TargetName)
- MissingPersons_Crew_03=Locate Navigator
- MissingPersons_Crew_03a=Locate Navigator ~mission(TargetName)
- MissingPersons_Crew_04=Locate Engineer
- MissingPersons_Crew_04a=Locate Engineer ~mission(TargetName)
- MissingPersons_Crew_05=Locate Security Officer
- MissingPersons_Crew_05a=Locate Security Officer ~mission(TargetName)
- MissingPersons_Crew_06=Locate Cargo Officer
- MissingPersons_Crew_06a=Locate Cargo Officer ~mission(TargetName)
- MissingPersons_Crew_07=Locate Refinery Operator
- MissingPersons_Crew_07a=Locate Refinery Operator ~mission(TargetName)
- MissingPersons_Crew_08=Locate Gunner
- MissingPersons_Crew_08a=Locate Gunner ~mission(TargetName)
- MissingPersons_Crew_09=Locate Assistant Engineer
- MissingPersons_Crew_09a=Locate Assistant Engineer ~mission(TargetName)
- mission_client_0001=Shubin Interstellar
- mission_client_0002=ArcCorp
- mission_client_0003=Aegis Dynamics
- mission_client_0004=Anvil Aerospace
- mission_client_0005=ESI
- mission_client_0006=Polaris Ironworks
- mission_client_0007=Sakura Sun
- mission_client_0008=RSI
- mission_client_0009=Crusader Industries
- mission_client_0010=microTech
- mission_client_0011=Crusader Restaurant Supply
- mission_client_0012=PriceRight Wholesale
- mission_client_0013=Kel-To
- mission_client_0014=Torreele Foodstuffs
- mission_client_0015=Bevic Group
- mission_client_0016=Orison Hospital
- mission_client_0017=Crusader Emergency Response
- mission_client_0018=Rayari, Inc. Corporate
- mission_client_0019=CureLife
- mission_client_0020=Nine Tails
- mission_client_0021=Dusters
- mission_client_0022=Low Riders
- mission_client_0023=NovaRiders
- mission_client_0024=bosses
- mission_client_0025=capos
- mission_client_0026=heavy hitters
- mission_client_0027=people I know
- mission_client_0028=individuals
- mission_client_0029=professionals
- mission_client_0030=Crusader
- mission_client_0031=Aciedo
- mission_client_0032=Crusader Security
- mission_client_0033=Benson Mining
- mission_client_0034=Kudre Ore
- mission_client_0035=Tram & Myers Mining
- mission_client_0036=Tram & Myers
- mission_client_0037=Gallete Farms
- mission_client_0038=Bountiful Harvest
- mission_client_0039=United Farm Collective
- mission_client_0040=the People's Alliance
- mission_client_0041=Rayari
- mission_client_0042=Rayari, Inc.
- mission_client_0043=Terra Mills
- mission_contractor_0001=Dunder Shipping Logistics
- mission_contractor_0002=SVF Cargo Services
- mission_contractor_0003=Covalex Independent Contractors
- mission_contractor_0004=Timely Delivery Service
- mission_contractor_0005=Unified Distribution Management
- mission_contractor_0006=Banshee Courier Services
- mission_contractor_0007=Rapid Transport Solutions
- mission_contractor_0008=Stanton Procurements
- mission_contractor_0009=Ling Family Hauling
- mission_contractor_0010=Topside Transfers
- mission_contractor_0011=Pontrelli Express Shipping
- mission_contractor_0012=Red Wind Linehaul
- mission_contractor_0013=FTL Couriers
- mission_contractor_0014=Rosenblum Reclamation
- mission_contractor_0015=Clean Crusade
- mission_contractor_0016=Imperial Waste Managemet
- mission_contractor_0017=Unisan Custodial Operations
- mission_contractor_0018=MTG On-Site Collection
- mission_contractor_0019=Amalga Disposal Services
- mission_contractor_0020=< / NOT AVAILABLE / >
- mission_contractor_0021=PRIVATE SENDER
- mission_contractor_0022=NOT LISTED
- mission_contractor_0023=** ERROR **
- mission_contractor_0024=?????
- mission_contractor_0025=Aciedo
- mission_contractor_0026=Crusader Security
- mission_contractor_0027=ICC
- mission_contractor_0028=Imperial Cartography Center
- mission_contractor_0029=Emergency Communication Network
- mission_contractor_0030=Rayari, Inc.
- mission_contractor_0031=Shubin Interstellar
- mission_contractor_0032=Rayari
- mission_contractor_0033=Shubin
- mission_contractor_0034=ProtLife
- mission_contractor_0035=Olympus Financial
- mission_contractor_0036=Prime First
- mission_contractor_0037=Säkort Actuaries
- mission_contractor_0038=Eclipse Mutual
- mission_contractor_0039=Above & Beyond Insurance
- mission_contractor_0040=Imperial Financial
- mission_contractor_0041=FinBot Financial Solutions
- mission_contractor_0042=BHM Alliance
- mission_contractor_0043=Northrock Service Group
- mission_contractor_0044=BlacJac Security
- mission_contractor_0045=Hurston Dynamics
- mission_contractor_0046=ArcCorp
- mission_contractor_0047=Everline Structures Incorporated
- mission_contractor_0048=Yorm
- mission_contractor_0049=Dashiell Appraisal Services
- mission_contractor_0050=Carson & Meeks Investigations
- mission_contractor_0051=TriStar Private Intelligence
- mission_contractor_0052=Gallete Family Farms
- mission_contractor_0053=Bountiful Harvest Hydroponics
- mission_contractor_0054=Benson Mining
- mission_contractor_0055=Kudre Ore
- mission_contractor_0056=Tram & Myers Mining
- Mission_Contractor_0057=Eckhart Security
- Mission_Contractor_0058=Hurston Security
- mission_Defend_ICCProbe_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- mission_Defend_ICCProbe_Objective01_LongDescription=Report to ICC Scan Probe for information
- mission_Defend_ICCProbe_Objective01_ShortDescription=Report to Probe
- mission_Defend_ICCProbe_Objective02_LongDescription=Travel to the distress signal location
- mission_Defend_ICCProbe_Objective02_ShortDescription=Distress Beacon
- mission_Defend_ICCProbe_Objective03_LongDescription=Eliminate the Pirate Threat attacking the ICC Researcher Ship
- mission_Defend_ICCProbe_Objective03_ShortDescription=Protect Ship
- mission_Defend_ICCProbe_Title=ICC Scan Probe Assistance
- mission_Defend_ICCProbe_Title_Short=ICC Assistance
- mission_Demo_MissingPersons_Planet_Description=The Conlow lost contact attempting a delivery on Daymar. The ship's owner has issued a contract to specifically investigate the fate of the Pilot and Chief Engineer. Though not required, we will authorize further compensation for any supplemental information regarding the rest of the crew.
- mission_Demo_MissingPersons_Planet_Objective01_LongDescription=Go to the ~mission(Ship) last known location
- mission_Demo_MissingPersons_Planet_Objective01_ShortDescription=Last Known Location
- mission_Demo_MissingPersons_Planet_Objective010_LongDescription=Locate 2nd Gunner
- mission_Demo_MissingPersons_Planet_Objective011_LongDescription=Optional: Locate remaining crew
- mission_Demo_MissingPersons_Planet_Objective011_ShortDescription=Locate Remaining Crew
- mission_Demo_MissingPersons_Planet_Objective02_LongDescription=Locate the ~mission(Ship)
- mission_Demo_MissingPersons_Planet_Objective02_ShortDescription=Locate Ship
- mission_Demo_MissingPersons_Planet_Objective03_LongDescription=Locate Pilot & Chief Engineer
- mission_Demo_MissingPersons_Planet_Objective03_ShortDescription=Locate Primary Crew
- mission_Demo_MissingPersons_Planet_Objective04_LongDescription=Locate Pilot
- mission_Demo_MissingPersons_Planet_Objective05_LongDescription=Locate Chief Engineer
- mission_Demo_MissingPersons_Planet_Objective06_LongDescription=Locate Asst. Engineer
- mission_Demo_MissingPersons_Planet_Objective07_LongDescription=Locate Navigator
- mission_Demo_MissingPersons_Planet_Objective08_LongDescription=Locate Cargo Officer
- mission_Demo_MissingPersons_Planet_Objective09_LongDescription=Locate 1st Gunner
- mission_Demo_MissingPersons_Planet_Title=Investigate Missing Ship (The Conlow)
- mission_Demo_MissingPersons_Planet_Title_Short=Dashiell Appraisal Services
- mission_Gamescom2017_Blackbox_Description=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nAPPROVAL CODE: ME-01\n\nFOR IMMEDIATE PROCESSING\n\nA government witness was being transported across the system to testify in the trial of a major Syndicate Boss when their transport was shot down. The lawyers want to prove that they were targeted by Syndicate assassins, so they’re paying good money to retrieve the black box which recorded the crime. Unfortunately, it’s highly likely that if the Syndicate did organize the hit, they’ll be sending people to retrieve the black box to wipe the data, so you’ll have to hurry.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mission_Gamescom2017_Blackbox_Title=Retrieve black box
- mission_Gamescom2017_Invite_Desc=ECKHART SECURITY, LLC.\n\nHey,\n\nAnother job's popped up. Thought you'd be a good fit.\n\n- Miles\n\nMiles Eckhart\nCEO\nECKHART SECURITY\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
- mission_Gamescom2017_Invite_Title=New op just came on the radar
- mission_Gamescom2017_Invite_TitleShort=Job Opportunity
- mission_Gamescom2017_Objective01_LongDescription=Go to the wreck site
- mission_Gamescom2017_Objective01_Marker=Recovery Site
- mission_Gamescom2017_Objective02_LongDescription=Recover the black box from the wreckage
- mission_Gamescom2017_Objective02_Marker=Recover black box
- mission_Gamescom2017_Objective03_LongDescription=Deliver the black box to Grim HEX
- mission_Gamescom2017_Objective03_Marker=Deliver to Grim HEX
- mission_item_0001=food
- mission_item_0002=ingredients
- mission_item_0003=produce
- mission_item_0004=food supplies
- mission_item_0005=seeds
- mission_item_0006=agricultural samples
- mission_item_0007=foodstuffs
- mission_item_0008=crops
- mission_item_0009=ore
- mission_item_0010=minerals
- mission_item_0011=refined ore
- mission_item_0012=raw metal
- mission_item_0013=aluminium
- mission_item_0014=titanium
- mission_item_0015=tungsten
- mission_item_0016=gold
- mission_item_0017=agricium
- mission_item_0018=quartz
- mission_item_0019=corundum
- mission_item_0020=beryls
- mission_item_0021=diamonds
- mission_item_0022=laranite
- mission_item_0023=medical samples
- mission_item_0024=medicines
- mission_item_0025=medical supplies
- mission_item_0026=chemicals
- mission_item_0027=research materials
- mission_item_0028=biological samples
- mission_item_0029=genetic samples
- mission_item_0030=research supplies
- mission_item_0031=waste
- mission_item_0032=trash
- mission_item_0033=scrap
- mission_item_0034=scrap metal
- mission_item_0035=waste materials
- mission_item_0036=garbage
- mission_item_0037=scrap materials
- mission_item_0038=bio-waste
- mission_item_0039=product
- mission_item_0040=Altruciatoxin
- mission_item_0041=Dust
- mission_item_0042=Candy
- mission_item_0043=RoundOff
- mission_item_0044=WiDoW
- mission_item_0045=NightNight
- mission_item_0046=Drizzle
- mission_item_0047=party favors
- mission_item_0048=re-up
- mission_item_0049=you-know-what
- mission_item_0050=grade-A
- mission_item_0051=primo sherm
- mission_item_0052=box
- mission_item_0053=crate
- mission_item_0054=shipment
- mission_item_0055=package
- mission_item_0056="special something"
- mission_item_0057=bit of tuck
- mission_item_0058=piece of kit
- mission_item_0059=material samples
- mission_item_0060=metal samples
- mission_item_0061=mineral samples
- mission_item_0062=precious metals
- mission_item_0063=rations
- mission_item_0064=genmod seeds
- mission_item_0065=modified seeds
- mission_item_0066=seedlings
- mission_item_0067=specialty seeds
- mission_item_0068=high-yield seeds
- mission_item_0069=grain seeds
- mission_item_0070=hybrid seeds
- mission_item_0071=special order medications
- mission_item_0072=prescription medications
- mission_item_0073="scrap"
- mission_item_0074=research probe
- mission_item_0075=probe
- mission_item_0076=data probe
- mission_item_0077=scan probe
- mission_item_0078=piggyback
- mission_item_0079=listening device
- mission_item_0080=comm tap
- mission_item_0081=relay hack
- mission_item_0082=black box
- mission_item_0083=ship computer
- mission_item_0084=flight recorder
- mission_item_0085=NavDrive
- mission_item_0086=flight data
- mission_item_0087=ship data recorder
- mission_item_0088=very specific crate
- mission_item_0089=valuable item
- mission_item_0090=certain object
- mission_item_0091=gold shipment
- mission_item_0092=diamond shipment
- mission_item_0093=ore samples
- mission_item_0094=rock samples
- mission_item_0095=hybridized sorghum seeds\n
- mission_item_0096=EDR compound fertilizer
- mission_item_0097=watermelon
- mission_item_0098=blue bilva fruit
- mission_item_0099=blubee fruit
- mission_item_0100=lunes fruit
- mission_item_0101=spiral fruit
- mission_item_0102=first aid
- mission_item_0103=pills
- mission_item_0104=dietary suppliments
- mission_item_0105=vitamins
- mission_item_0106=lab gear
- mission_item_0107=tissue samples
- mission_item_0108=virus cultures
- mission_item_0109=junk
- mission_item_0110=toxic waste
- mission_item_0111=toxic sludge
- mission_item_0112=Prototype TDC-XX Blade
- mission_item_0113=a prototype vegetable
- mission_Item_0114=TDC-XX Blade
- mission_Item_0115=SLAM
- mission_Item_0116=Neon
- mission_Item_0117=Maze
- mission_Item_0118=E'tam
- mission_Item_0119=Slow
- mission_Item_0120=Redline
- mission_Item_0121=Bounce
- mission_Item_0122=Berserker
- mission_Item_0123=Happy
- mission_Item_0124=Sunshine
- mission_Item_0125=Bright
- mission_Item_0126=Slip
- mission_Item_0127=Reg
- mission_Item_0128=WonderTime
- mission_Item_0129=Blinder
- mission_Item_0130=ticktock
- mission_Item_0131=raw chems
- mission_Item_0132=gifts
- mission_Item_0133=Safe
- mission_Item_0134=Remains
- mission_Item_0135=Crate of Osoian Hides
- mission_Item_0136=CK13_GID Seed Blend Crate
- mission_Item_0137=Crate of Gasping Weevil Eggs
- mission_Item_0138=Box of mobyGlass Computers
- mission_Item_0139=Box of RS1 Odysey Spacesuits
- mission_Item_0140=Box of LifeCure Medsticks
- mission_Item_0141=Shipment of Redfin Modulators
- mission_Item_0142=Shipment of HLX99 Hyperprocessors
- mission_Item_0143=Shipment of Human Food Bars
- mission_Item_0144=Cryptokey
- mission_items_BlackBox=Flight Recorder
- mission_items_BlackBox_Description=Device used to record a vehicle's final moments during an attack or accident.
- mission_items_Derelict=Derelict
- mission_items_Derelict_Description=The ruined remains of an unfortunate vehicle.
- mission_items_QTDistressBeacon=Distress Beacon
- mission_items_QTDistressBeacon_Description=The last known position of a vessel in danger. All craft should use extreme caution when approaching.
- mission_items_QTPatrolBeacon=Patrol Beacon
- mission_items_QTPatrolBeacon_Description=Security forces have designated this area for operational use.
- mission_items_QTQuantumBeacon=Quantum Beacon
- mission_items_QTQuantumBeacon_Description=This area of interest is only accessible via quantum travel by individuals who have been granted authorization.
- mission_items_QTRendezvousBeacon=Rendezvous Beacon
- mission_items_QTRendezvousBeacon_Description=Arranged meeting place for your upcoming appointment.
- mission_location_0124_add=Comm Array ST1-48 around Hurston
- mission_location_0125_add=Comm Array ST1-92 around Hurston
- mission_location_0126_add=Comm Array ST1-13 around Hurston
- mission_location_0127_add=Comm Array ST1-61 around Hurston
- mission_location_nyx_001=Levski
- mission_location_nyx_002=Cafe Musain
- mission_location_nyx_003=Cafe Musain in Levski
- mission_location_nyx_004=Borehole Station
- mission_location_nyx_005=Borehole Station in Levski
- mission_location_stanton_0001=the Shubin outpost on Daymar
- mission_location_stanton_0002=the mining outpost on Daymar
- mission_location_stanton_0003=the Daymar Shubin outpost
- mission_location_stanton_0004=the Shubin mining facility on Daymar
- mission_location_stanton_0005=the mine on Daymar
- mission_location_stanton_0006=the refinery outpost on Daymar
- mission_location_stanton_0007=the mining outpost on Yela
- mission_location_stanton_0008=the refinery outpost on Yela
- mission_location_stanton_0009=the mining facility on Yela
- mission_location_stanton_0010=the ArcCorp outpost on Daymar
- mission_location_stanton_0011=ArcCorp's mining outpost on Daymar
- mission_location_stanton_0012=the Shubin ore refinery on Daymar
- mission_location_stanton_0013=the ArcCorp mining facility on Daymar
- mission_location_stanton_0014=the ArcCorp refinery on Daymar
- mission_location_stanton_0015=Daymar
- mission_location_stanton_0016=Yela
- mission_location_stanton_0017=Shubin's Daymar outpost
- mission_location_stanton_0018=ArcCorp's Daymar facility
- mission_location_stanton_0019=the mining outpost
- mission_location_stanton_0020=the mining facility
- mission_location_stanton_0021=Shubin Mining Facility SCD-1
- mission_location_stanton_0022=ArcCorp Mining Area 141
- mission_location_stanton_0023=Benson Mining Outpost
- mission_location_stanton_0024=the Terra Mills outpost on Cellin
- mission_location_stanton_0025=the farming outpost on Cellin
- mission_location_stanton_0026=the Cellin farming outpost
- mission_location_stanton_0027=the farm on Cellin
- mission_location_stanton_0028=the hydroponics farm on Cellin
- mission_location_stanton_0029=Cellin's Terra Mills outpost
- mission_location_stanton_0030=Cellin
- mission_location_stanton_0031=Terra Mills
- mission_location_stanton_0032=the farm
- mission_location_stanton_0033=Terra Mills HydroFarm
- mission_location_stanton_0034=Gallete Farms
- mission_location_stanton_0035=Gallete Family Farms
- mission_location_stanton_0036=the Rayari, Inc. outpost on Yela
- mission_location_stanton_0037=Rayari
- mission_location_stanton_0038=the Rayari outpost
- mission_location_stanton_0039=Yela's Rayari lab
- mission_location_stanton_0040=the Rayari lab on Yela
- mission_location_stanton_0041=the lab
- mission_location_stanton_0042=the research outpost on Yela
- mission_location_stanton_0043=the research outpost
- mission_location_stanton_0044=Deakins Research Outpost
- mission_location_stanton_0045=the Shubin outpost on Daymar
- mission_location_stanton_0046=the lab on Yela
- mission_location_stanton_0047=a stash house on Yela
- mission_location_stanton_0048=a stash house on Cellin
- mission_location_stanton_0049=a stash house on Daymar
- mission_location_stanton_0050=a stash house
- mission_location_stanton_0051=the drug lab on Yela
- mission_location_stanton_0052=Jumptown on Yela
- mission_location_stanton_0053=Jumptown
- mission_location_stanton_0054=ST2-55 - DELETE ME
- mission_location_stanton_0055=ST2-28 - DELETE ME
- mission_location_stanton_0056=ST2-47 - DELETE ME
- mission_location_stanton_0057=ST2-76 - DELETE ME
- mission_location_stanton_0058=Port Olisar
- mission_location_stanton_0059=the Port Olisar Transfer Hub
- mission_location_stanton_0060=Dumper's Depot
- mission_location_stanton_0061=Grim HEX
- mission_location_stanton_0062=Green Imperial
- mission_location_stanton_0063=Grim HEX
- mission_location_stanton_0064=G-HEX
- mission_location_stanton_0065=Kudre Ore
- mission_location_stanton_0066=ArcCorp Mining Area157
- mission_location_stanton_0067=ArcCorp's Yela facility
- mission_location_stanton_0068=the ArcCorp outpost on Yela
- mission_location_stanton_0069=Tram & Myers Mining
- mission_location_stanton_0070=Tram & Myers
- mission_location_stanton_0071=Benson Mining
- mission_location_stanton_0072=Levski
- mission_location_stanton_0073=Delamar
- mission_location_stanton_0074=the People's Alliance
- mission_location_stanton_0075=Bountiful Harvest
- mission_location_stanton_0076=Bountiful Harvest Hydroponics
- mission_location_stanton_0077=the farm on Daymar
- mission_location_stanton_0078=Hickes Research Outpost
- mission_location_stanton_0079=the Rayari, Inc. outpost on Cellin
- mission_location_stanton_0080=Cellin's Rayari lab
- mission_location_stanton_0081=the Rayari lab on Cellin
- mission_location_stanton_0082=the research outpost on Cellin
- mission_location_stanton_0083=a dead drop
- mission_location_stanton_0084=a dead drop on Daymar
- mission_location_stanton_0085=a dead drop on Yela
- mission_location_stanton_0086=a dead drop on Cellin
- mission_location_stanton_0087=somewhere private
- mission_location_stanton_0088=this quiet, out-of-the-way place
- mission_location_stanton_0089=a shelter on Daymar
- mission_location_stanton_0090=a shelter on Yela
- mission_location_stanton_0091=a shelter on Cellin
- mission_location_stanton_0092=Olisar
- mission_location_stanton_0093=a specific point of interest
- mission_location_stanton_0094=a site of potential scientific significance
- mission_location_stanton_0095=the asteroid field orbiting Yela
- mission_location_stanton_0096=a local asteroid belt
- mission_location_stanton_0100=Yela's asteroid belt
- mission_location_stanton_0102=the asteroids surrounding Delamar
- mission_location_stanton_0103=the asteroids surrounding Yela
- mission_location_stanton_0104=specific coordinates
- mission_location_stanton_0105=Comm Array ST2-76
- mission_location_stanton_0105_add=Comm Array ST2-76 around Crusader
- mission_location_stanton_0106=Comm Array ST2-47
- mission_location_stanton_0106_add=Comm Array ST2-47 around Crusader
- mission_location_stanton_0107=Comm Array ST2-28
- mission_location_stanton_0107_add=Comm Array ST2-28 around Crusader
- mission_location_stanton_0108=Comm Array ST2-55
- mission_location_stanton_0108_add=Comm Array ST2-55 around Crusader
- mission_location_stanton_0109=the abandoned outpost on Yela
- mission_location_stanton_0110=the abandoned outpost on Daymar
- mission_location_stanton_0111=the abandoned outpost on Cellin
- mission_location_stanton_0112=a Cry-Astro station
- mission_location_stanton_0113=this chemist on Yela
- mission_location_stanton_0114=Technotics on Grim HEX
- mission_location_stanton_0115=Refueling Station
- mission_location_stanton_0116=Shipping Hub
- mission_location_stanton_0117=Security Post
- mission_location_stanton_0118=Security Post Kareah
- mission_location_stanton_0119=Kareah
- mission_location_stanton_0120=Covalex Station Gundo
- mission_location_stanton_0121=a crash site
- mission_location_stanton_0122=a shipwreck
- mission_location_stanton_0123=a wreck site
- mission_location_stanton_0124=Comm Array ST1-48
- mission_location_stanton_0125=Comm Array ST1-92
- mission_location_stanton_0126=Comm Array ST1-13
- mission_location_stanton_0127=Comm Array ST1-61
- mission_location_stanton_0128=Reclamation & Disposal
- mission_location_stanton_0129=that dreadful Reclamation store
- mission_location_stanton_0130=Hickes Research Outpost on Cellin
- mission_location_stanton_0131=Terra Mills HydroFarm on Cellin
- mission_location_stanton_0132=ArcCorp Mining Area 141 on Daymar
- mission_location_stanton_0133=Shubin Mining Facility SCD-1 on Daymar
- mission_location_stanton_0134=ArcCorp Mining Area 157 on Yela
- mission_location_stanton_0135=Deakins Research Outpost on Yela
- mission_location_stanton_0136=Crash Site
- mission_location_stanton_0137=Teasa Spaceport
- mission_location_stanton_0138=HDMS-Stanhope
- mission_location_stanton_0139=HDMS-Stanhope on Hurston
- mission_location_stanton_0140=HDMS-Hadley
- mission_location_stanton_0141=HDMS-Hadley on Hurston
- mission_location_stanton_0142=HDMS-Thedus
- mission_location_stanton_0143=HDMS-Thedus on Hurston
- mission_location_stanton_0144=HDMS-Ackley
- mission_location_stanton_0145=HDMS-Ackley on Hurston
- mission_location_stanton_0146=HDMS-Oparei
- mission_location_stanton_0147=HDMS-Oparei on Hurston
- mission_location_stanton_0148=HDMS-Edmond
- mission_location_stanton_0149=HDMS-Edmond on Hurston
- mission_location_stanton_0150=HDMS-Ryder
- mission_location_stanton_0151=HDMS-Ryder on Ita
- mission_location_stanton_0152=HDMS-Woodruff
- mission_location_stanton_0153=HDMS-Woodruff on Ita
- mission_location_stanton_0154=HDMS-Perlman
- mission_location_stanton_0155=HDMS-Perlman on Magda
- mission_location_stanton_0156=HDMS-Hahn
- mission_location_stanton_0157=HDMS-Hahn on Magda
- mission_location_stanton_0158=HDMS-Anderson
- mission_location_stanton_0159=HDMS-Anderson on Aberdeen
- mission_location_stanton_0160=HDMS-Norgaard
- mission_location_stanton_0161=HDMS-Norgaard on Aberdeen
- mission_location_stanton_0162=HDMS-Lathan
- mission_location_stanton_0163=HDMS-Lathan on Arial
- mission_location_stanton_0164=HDMS-Bezdek
- mission_location_stanton_0165=HDMS Bezdek on Arial
- mission_location_stanton_0166=HDSF-Adlai
- mission_location_stanton_0167=HDSF-Adlai on Hurston
- mission_location_stanton_0168=HDSF-Hendricks
- mission_location_stanton_0169=HDSF-Hendricks on Hurston
- mission_location_stanton_0170=HDSF-Colfax
- mission_location_stanton_0171=HDSF-Colfax on Hurston
- mission_location_stanton_0172=HDSF-Sherman
- mission_location_stanton_0173=HDSF-Sherman on Hurston
- mission_location_stanton_0174=HDSF-Elbridge
- mission_location_stanton_0175=HDSF-Elbridge on Hurston
- mission_location_stanton_0176=HDSF-Hobart
- mission_location_stanton_0177=HDSF-Hobart on Hurston
- mission_location_stanton_0178=HDSF-Millerand
- mission_location_stanton_0179=HDSF-Millerand on Hurston
- mission_location_stanton_0180=HDSF-Tompkins
- mission_location_stanton_0181=HDSF-Tompkins on Hurston
- mission_location_stanton_0182=HDSF-Breckinridge
- mission_location_stanton_0183=HDSF-Breckinridge on Hurston
- mission_location_stanton_0184=HDSF-Zacharias
- mission_location_stanton_0185=HDSF-Zacharia on Hurston
- mission_location_stanton_0186=HDSF-Rufus
- mission_location_stanton_0187=HDSF-Rufus on Hurston
- mission_location_stanton_0188=HDSF-Tamar
- mission_location_stanton_0189=HDSF-Tamar on Hurston
- mission_location_stanton_0190=HDSF-Ishmael
- mission_location_stanton_0191=HDSF-Ishmael on Hurston
- mission_location_stanton_0192=HDSF-Damaris
- mission_location_stanton_0193=HDSF-Damaris on Hurston
- mission_location_stanton_0194=HDSF-Hiram
- mission_location_stanton_0195=HDSF-Hiram on Hurston
- mission_location_stanton_0196=HDSF-Barnabas
- mission_location_stanton_0197=HDSF-Barnabas on Hurston
- mission_location_stanton_0198=Lorville
- mission_location_stanton_0199=L19 Habs in Lorville
- mission_location_stanton_0200=ship graveyards around Aberdeen
- mission_location_stanton_0201=sections above Aberdeen's atmosphere
- mission_location_stanton_0202=HDMS-Pinewood
- mission_location_stanton_0203=HDMS-Pinewood on Hurston
- mission_location_stanton_0204=Arial
- mission_location_stanton_0205=Aberdeen
- mission_location_stanton_0206=Magda
- mission_location_stanton_0207=Ita
- mission_location_stanton_0208=Lorville Gate 01
- mission_location_stanton_0209=Lorville Gate 02
- mission_location_stanton_0210=Lorville Gate 03
- mission_location_stanton_0211=Lorville Gate 04
- mission_location_stanton_0212=Lorville Gate 05
- mission_location_stanton_0213=Lorville Gate 06
- mission_location_stanton_0214=L19 Admin Office in Lorville
- mission_location_stanton_0215=Reclamation and Disposal in Lorville
- mission_location_stanton_0216=L19 Metro Station in Lorville
- mission_location_stanton_0217=Hurston Weapons Testing Site above Aberdeen
- mission_location_stanton_0218=Hurston Weapons Testing Site above Ita
- mission_location_stanton_0219=Hurston Weapons Testing Site above Magda
- mission_location_stanton_0220=Hurston Weapons Testing Site above Arial
- mission_location_stanton_0221=a Yela asteroid cluster
- mission_location_stanton_0222=a mined asteroid cluster around Yela
- mission_location_stanton_0223="The Pit"
- mission_location_stanton_0224="Wheeler's"
- mission_location_stanton_0225=Private Landing Pad
- mission_location_stanton_0226=Private Landing Pad in Area18
- mission_location_stanton_0227="The Orphanage"
- mission_location_stanton_0228="The Orphanage" on Lyria
- mission_location_stanton_0229="The Pit" on Lyria
- mission_location_stanton_0230="Wheeler's" on Lyria
- mission_location_stanton_0231=ArcCorp Mining Area 045
- mission_location_stanton_0232=ArcCorp Mining Area 045 on Wala
- mission_location_stanton_0233=ArcCorp Mining Area 048
- mission_location_stanton_0234=ArcCorp Mining Area 048 on Wala
- mission_location_stanton_0235=ArcCorp Mining Area 056
- mission_location_stanton_0236=ArcCorp Mining Area 056 on Wala
- mission_location_stanton_0237=ArcCorp Mining Area 061
- mission_location_stanton_0238=ArcCorp Mining Area 061 on Wala
- mission_location_stanton_0239=Ashburn Channel Aid Shelter
- mission_location_stanton_0240=Ashburn Channel Aid Shelter on Cellin
- mission_location_stanton_0241=Aston Ridge Aid Shelter
- mission_location_stanton_0242=Aston Ridge Aid Shelter on Yela
- mission_location_stanton_0243=Dunlow Ridge Aid Shelter
- mission_location_stanton_0244=Dunlow Ridge Aid Shelter on Daymar
- mission_location_stanton_0245=Eager Flats Aid Shelter
- mission_location_stanton_0246=Eager Flats Aid Shelter on Daymar
- mission_location_stanton_0247=Flanagan's Ravine Aid Shelter
- mission_location_stanton_0248=Flanagan's Ravine Aid Shelter on Cellin
- mission_location_stanton_0249=Julep Ravine Aid Shelter
- mission_location_stanton_0250=Julep Ravine Aid Shelter on Cellin
- mission_location_stanton_0251=Kosso Basin Aid Shelter
- mission_location_stanton_0252=Kosso Basin Aid Shelter on Yela
- mission_location_stanton_0253=Loveridge Mineral Reserve
- mission_location_stanton_0254=Loveridge Mineral Reserve on Lyria
- mission_location_stanton_0255=Mogote Aid Shelter
- mission_location_stanton_0256=Mogote Aid Shelter on Cellin
- mission_location_stanton_0257=Nakamura Valley Aid Shelter
- mission_location_stanton_0258=Nakamura Valley Aid Shelter on Yela
- mission_location_stanton_0259=Shubin Mining Facility SAL-2
- mission_location_stanton_0260=Shubin Mining Facility SAL-2 on Lyria
- mission_location_stanton_0261=Shubin Mining Facility SAL-5
- mission_location_stanton_0262=Shubin Mining Facility SAL-5 on Lyria
- mission_location_stanton_0263=Talarine Divide Aid Shelter
- mission_location_stanton_0264=Talarine Divide Aid Shelter on Yela
- mission_location_stanton_0265=Tamdon Plains Aid Shelter
- mission_location_stanton_0266=Tamdon Plains Aid Shelter on Daymar
- mission_location_stanton_0267=Wolf Point Aid Shelter
- mission_location_stanton_0268=Wolf Point Aid Shelter on Daymar
- mission_location_stanton_0269=Paradise Cove
- mission_location_stanton_0270=Paradise Cove on Lyria
- mission_location_stanton_0271=Humboldt Mines
- mission_location_stanton_0272=Humboldt Mines on Lyria
- mission_location_stanton_0273=Gallete Family Farms on Cellin
- mission_location_stanton_0274=Tram & Myers Mining on Cellin
- mission_location_stanton_0275=Bountiful Harvest on Daymar
- mission_location_stanton_0276=Kudre Ore on Daymar
- mission_location_stanton_0277=Benson Mining on Yela
- mission_location_stanton_0278=Teddy's Playhouse
- mission_location_stanton_0279=Teddy's Playhouse on Lyria
- mission_location_stanton_0280="Elsewhere"
- mission_location_stanton_0281="Elsewhere" on Lyria
- mission_location_stanton_0282=Shubin Processing Facility SPAL-3
- mission_location_stanton_0283=Shubin Processing Facility SPAL-3 on Lyria
- mission_location_stanton_0284=Shubin Processing Facility SPAL-7
- mission_location_stanton_0285=Shubin Processing Facility SPAL-7 on Lyria
- mission_location_stanton_0286=Shubin Processing Facility SPAL-9
- mission_location_stanton_0287=Shubin Processing Facility SPAL-9 on Lyria
- mission_location_stanton_0288=Shubin Processing Facility SPAL-12
- mission_location_stanton_0289=Shubin Processing Facility SPAL-12 on Lyria
- mission_location_stanton_0290=Comm Array ST3-90
- mission_location_stanton_0290_add=Comm Array ST3-90 around ArcCorp
- mission_location_stanton_0291=Comm Array ST3-18
- mission_location_stanton_0291_add=Comm Array ST3-18 around ArcCorp
- mission_location_stanton_0292=Comm Array ST3-35
- mission_location_stanton_0292_add=Comm Array ST3-35 around ArcCorp
- mission_location_stanton_0293=Comm Array ST3-02
- mission_location_stanton_0293_add=Comm Array ST3-02 around ArcCorp
- mission_location_stanton_0294=IO-North Admin Office
- mission_location_stanton_0295=IO-North Admin Office in Area18
- mission_location_stanton_0296=Adira Falls Apartments
- mission_location_stanton_0297=Adira Falls Apartments in Area18
- mission_location_stanton_0298=Riker Memorial Spaceport
- mission_location_stanton_0299=Riker Memorial Spaceport in Area18
- mission_location_stanton_0300=Landing Pad Locker
- mission_location_stanton_0301=Landing Pad Locker in Area18
- mission_location_stanton_0302=Landing Pad Locker on ArcCorp
- mission_location_stanton_0303=Private Landing Pad on ArcCorp
- mission_location_stanton_0304=Salvage Yard on Hurston
- mission_location_stanton_0305=Reclamation & Disposal Orinth
- mission_location_stanton_0306=Reclamation & Disposal Orinth on Hurston
- mission_location_stanton_0307=Salvage Yard on Daymar
- mission_location_stanton_0308=Brio's Breaker Yard
- mission_location_stanton_0309=Brio's Breaker Yard on Daymar
- mission_location_stanton_0310=Salvage Yard on Wala
- mission_location_stanton_0311=Samson & Son's Salvage Center
- mission_location_stanton_0312=Samson & Son's Salvage Center on Wala
- mission_location_stanton_0313=Security Depot Lyria-1
- mission_location_stanton_0314=Security Depot on Lyria
- mission_location_stanton_0315=HDRSO-Bramen
- mission_location_stanton_0316=HDSRO-Bramen on Hurston
- mission_location_stanton_0317=a cave on Hurston
- mission_location_stanton_0318=Hurston Cave
- mission_location_stanton_0319=a cave on Daymar
- mission_location_stanton_0320=Daymar Cave
- mission_location_stanton_0321=a cave on Aberdeen
- mission_location_stanton_0322=Aberdeen Cave
- mission_location_stanton_323=Comm Array ST4-22
- mission_location_stanton_324=Comm Array ST4-31
- mission_location_stanton_325=Comm Array ST4-59
- mission_location_stanton_326=Comm Array ST4-64
- mission_location_stanton_327=M&V Bar
- mission_location_stanton_328=M&V Bar in Lorville
- mission_location_stanton_329=Comm Array ST4-22 around microTech
- mission_location_stanton_330=Comm Array ST4-31 around microTech
- mission_location_stanton_331=Comm Array ST4-59 around microTech
- mission_location_stanton_332=Comm Array ST4-64 around microTech
- mission_location_stanton_333=Port Tressler
- mission_location_stanton_334=Port Tressler above microTech
- mission_location_stanton_335=Everus Harbor
- mission_location_stanton_336=Everus Harbor above Hurston
- mission_location_stanton_337=Baijini Point
- mission_location_stanton_338=Baijini Point above ArcCorp
- mission_location_stanton_secdep1=Security Depot Hurston-1
- mission_location_stanton_secdep1_add=Security Depot on Hurston
- Mission_Patrol_SurveyShip=Crusader Surveillance
- mission_ship_0001=Starfarer
- mission_ship_0002=Constellation
- mission_ship_0003=Freelancer
- mission_ship_0004=Connie
- mission_ship_0005=Lancer
- mission_ship_0006=Caterpillar
- mission_ship_0007=Cat
- Mission_TokenItem_01=~mission(Item)
- MissionGivers_ClovusDarneely=Clovus Darneely
- MissionGivers_ConstantineHurston=Constantine Hurston
- MissionGivers_MilesEckhart=Miles Eckhart
- MissionGivers_ReccoBattaglia=Recco Battaglia
- MissionGivers_Ruto=Ruto
- MissionGivers_WallaceKlim=Wallace Klim
- MissionManager_BennyNoodle_Description=Description
- MissionManager_BennyNoodle_Objective01_Long=Objective 1 Long
- MissionManager_BennyNoodle_Objective01_Short=Objective 1 Short
- MissionManager_BennyNoodle_Objective02_Long=Objective 2 Long
- MissionManager_BennyNoodle_Objective02_Short=Objective 2 Short
- MissionManager_BennyNoodle_Objective03_Long=Objective03_Long
- MissionManager_BennyNoodle_Objective03_Short=Objective03_Short
- MissionManager_BennyNoodle_Title=Title
- MissionManager_BennyNoodle_Title_Short=Title Short
- missionManager_BountyTest_Killer_Description=Bounty Survival Job Description
- missionManager_BountyTest_Killer_ShortTitle=Bounty Survival Job Short Title
- missionManager_BountyTest_Killer_Title=Bounty Survival Job Title
- missionManager_BountyTest_Victim_Description=Bounty Hunt Job Description
- missionManager_BountyTest_Victim_ShortTitle=Bounty Hunt Job Short Title
- missionManager_BountyTest_Victim_Title=Bounty Hunt Job Title
- missionManager_BravoAssault_DescriptionFirst=Hey, it's Ruto again. I've been picking up traffic that Crusader's hiring independent contractors to guard Kareah. They're really gonna jam up any attempt to drop our CrimeStat, if you get my drift.
- missionManager_BravoAssault_DescriptionSecond=Crusader got another sucker to guard Kareah. Do us a favor and take them out.
- missionManager_BravoAssault_Objective01_Long=Eliminate the security on Kareah
- missionManager_BravoAssault_Objective01_Short=Eliminate Security
- missionManager_BravoAssault_Title=Eliminate Security on Kareah
- missionManager_BravoAssault_Title_Short=Kill Kareah Security
- missionManager_BravoDefender_Description=Hello, we have learned of your continued efforts to increase public safety in our area and wanted to propose an exciting job opportunity.\n\nWe've suffered some construction issues on Security Post Kareah that have delayed its opening. Unfortunately, since it's connected to our criminal database, local thugs have been using it to erase their criminal records. I've gotten approval to contract independent operators as temporary security personnel to guard these terminals against unauthorized access. If you subdue any trespassers, we will provide additional compensation as hazard pay.\n\nIf you accept this position, we will provide you with the equipment to complete your job. Please understand that you will have to stay on-site for the duration of your shift. Should an emergency arise before your shift is over, you just need to resign your post at the security office before leaving. Unauthorized departure will be considered a breach of contract and result in criminal charges.\n\nSincerely,\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
- missionManager_BravoDefender_Objective01_Long=Report to the security office at Security Post Kareah
- missionManager_BravoDefender_Objective01_Short=Report for Duty
- missionManager_BravoDefender_Objective02_Long=Collect your equipment from the locker
- missionManager_BravoDefender_Objective02_Short=Collect Equipment
- missionManager_BravoDefender_Objective03_Long=Protect the database terminal from unauthorized users
- missionManager_BravoDefender_Objective03_Short=Protect Terminal
- missionManager_BravoDefender_Objective04_Long=To end your contract early, report back to the security terminal and sign out.
- missionManager_BravoDefender_Objective04_Short=End Contract
- missionManager_BravoDefender_Objective05_Long=Return your equipment to the locker
- missionManager_BravoDefender_Objective05_Short=Return Equipment
- missionManager_BravoDefender_Title=Crusader Security: Guard Opportunity
- missionManager_BravoDefender_Title_Short=Security Guard Post
- missionManager_BravoDefenderFail_Description_outtake=Immediately return all Crusader Security equipment and vacate the premises.\nFailure to do so will result in criminal charges.
- MissionManager_BravoStation_Hackers_Markerer_Server=Server Terminal
- MissionManager_BravoStation_Hackers_Objective00_Long=The servers are physically inside the station, you need to board the station first.
- MissionManager_BravoStation_Hackers_Objective00_Short=Enter Kareah Station
- MissionManager_BravoStation_Hackers_Objective01_Long=Hack the servers and defend them against security interception
- MissionManager_BravoStation_Hackers_Objective01_Short=Hack the servers
- MissionManager_BravoStation_Hackers_Objective02_Long=Prepare whilst the servers reset. (LONG)
- MissionManager_BravoStation_Hackers_Objective02_Short=Prepare whilst the servers reset
- MissionManager_BravoStation_Hackers_Title=Criminal Hacking Collective: Vulnerable Servers Terminals
- MissionManager_BravoStation_Hackers_Title_Description=Will pay handsomely for any hacking of the server terminals located on Kareah station. Better pay the longer you can remain logged in. - CHC
- MissionManager_BravoStation_Hackers_Title_Short=Hack Kareah Servers
- MissionManager_BravoStation_Security_Marker_Server=Server Terminal
- MissionManager_BravoStation_Security_Objective00_Long=You must physically enter the station to use the terminal and accept the security contract.
- MissionManager_BravoStation_Security_Objective00_Short=Enter Kareah Station
- MissionManager_BravoStation_Security_Objective01_Long=Login with the Security Terminal at security post Kareah.
- MissionManager_BravoStation_Security_Objective01_Short=Report for Duty.
- MissionManager_BravoStation_Security_Objective02_Long=Defend the Server terminals from unauthorized criminal hackers.
- MissionManager_BravoStation_Security_Objective02_Short=Defend the Server Terminals
- MissionManager_BravoStation_Security_Objective03_Long=Defend the station from trespassers.
- MissionManager_BravoStation_Security_Objective03_Short=Defend the station
- MissionManager_BravoStation_Security_Objective04_Long=To end your contract early, report back to the security terminal and sign out.
- MissionManager_BravoStation_Security_Objective04_Short=End Contract
- MissionManager_BravoStation_Security_Title=Crusader Security: Private Security Opportunity
- MissionManager_BravoStation_Security_Title_Description=Private security contractors wanted. Kareah Station is in need of private security contractors to defend the server terminals integrity against criminal hackers. You will be rewarded for the accumulated up time of the servers and for eliminating criminal trespassers.
- MissionManager_BravoStation_Security_Title_Short=Security Post Kareah Station
- missionManager_Charlie_Description=Immediate need for an experienced and discreet Private Investigator near Crusader to look into an insurance matter.\n\nFlat rate. No expenses. Start date will be as soon as possible. Sufficient evidence must be submitted in order to complete the contract.
- missionManager_Charlie_From=Elaine Ward
- missionManager_Charlie_Objective_01_LongDescription=Go to the Covalex Shipping Hub to investigate the cause of the incident.
- missionManager_Charlie_Objective_01_ShortDescription=Go to the Covalex Shipping Hub
- missionManager_Charlie_Objective_01a_LongDescription=Locate the entrance of the station to begin investigation.
- missionManager_Charlie_Objective_01a_ShortDescription=Enter the Station
- missionManager_Charlie_Objective_02_LongDescription=Search Covelax Shipping Hub and submit any evidence when you feel you have enough information.
- missionManager_Charlie_Objective_02_ShortDescription=Find and Submit the Evidence
- missionManager_Charlie_Objective_03_LongDescription=Submit evidence from Covalex once investigation is complete.
- missionManager_Charlie_Objective_03_ShortDescription=Submit Evidence
- missionManager_Charlie_Objective_03a_LongDescription=Evidence Found: Darnell Ward was drinking the night before the incident.
- missionManager_Charlie_Objective_03a_ShortDescription=Evidence Found
- missionManager_Charlie_Objective_03b_LongDescription=Evidence Found: Gundo Station safety protocols were overridden under the authorization of Darnell Ward.
- missionManager_Charlie_Objective_03c_LongDescription=Evidence Found: Mel Ososky stole D. Ward's authorization passcode and deactivated safety protocols.
- missionManager_Charlie_Title=Private Investigator Wanted
- missionManager_Charlie_Title_Short=P.I. Wanted
- missionManager_CommsArrays_Mission_1_Title_Short=Repair ~mission(CommArray)
- missionManager_CommsArrays_Mission_2_Title_Short=Repair Array 275
- missionManager_CommsArrays_Mission_3_Title_Short=Repair Array 306
- missionManager_CommsArrays_Mission_4_Title_Short=Repair Array 472
- missionManager_CommsArrays_Mission_5_Title_Short=Repair Array 556
- missionManager_CommsArrays_Mission_6_Title_Short=Repair Array 625
- missionManager_CommsArrays_Mission_7_Title_Short=Repair Array 730
- missionManager_CommsArrays_Mission_8_Title_Short=Repair Array 849
- missionManager_CommsArrays_Mission_Description=We are looking to immediately hire temporary contract system technicians to assist in the maintenance of Comm Arrays located near Crusader. Previous experience a plus. Arrays require a hard reset so experience with EVA in a hazardous environment is a must.\n\nAciedo CommRelay
- missionManager_CommsArrays_Mission_Title=Temporary Contract Position: Comm Technician
- missionManager_CommsArrays_Mission_Title_Short=Comm Tech Contract
- missionManager_CommsArrays_Objective01_LongDescription=Restore the uplink at Comm Array 126
- missionManager_CommsArrays_Objective01-08_ShortDescription=Restore Uplink
- missionManager_CommsArrays_Objective02_LongDescription=Restore the uplink at Comm Array 275
- missionManager_CommsArrays_Objective03_LongDescription=Restore the uplink at Comm Array 306
- missionManager_CommsArrays_Objective04_LongDescription=Restore the uplink at Comm Array 472
- missionManager_CommsArrays_Objective05_LongDescription=Restore the uplink at Comm Array 556
- missionManager_CommsArrays_Objective06_LongDescription=Restore the uplink at Comm Array 625
- missionManager_CommsArrays_Objective07_LongDescription=Restore the uplink at Comm Array 730
- missionManager_CommsArrays_Objective08_LongDescription=Restore the uplink at Comm Array 849
- missionManager_CrusaderBounty_Description=An extremely dangerous and violent fugitive has been reported in the Crusader vicinity. \n\nWhile Crusader Security is working tirelessly to deal with the problem, any civilians who encounter this Public Enemy are advised to use extreme caution and, if necessary, lethal force.\n\nA reward will be furnished for assistance leading to the fugitive’s arrest or elimination.\n\nYour safety and security are our top priority,\nSasha Rust, Security Director, Crusader Industries\n\n
- missionManager_CrusaderBounty_Objective_01_Long=Eliminate Public Enemy "%ls"
- missionManager_CrusaderBounty_Objective_01_Long_Temp=Eliminate Public Enemy %s
- missionManager_CrusaderBounty_Objective_01_Short=Public Enemy
- missionManager_CrusaderBounty_Objective_02_Long=Prevent Public Enemy "%ls" from hacking down his CrimeStat.
- missionManager_CrusaderBounty_Objective_02_Long_Temp=Prevent Public Enemy %s from hacking down his CrimeStat.
- missionManager_CrusaderBounty_Objective_02_Short=Prevent Hack
- missionManager_CrusaderBounty_Title=Public Enemy Declared - Reward Offered\n
- missionManager_CrusaderBounty_Title_Short=Public Enemy
- missionManager_CrusaderHunted_Description=Woah! Looks like someone’s been busy.\n\nThat price just put on your head is some serious chunk of credits. Public Enemy number one. Doesn’t get much more serious than that. \n\nI’d hate to see someone so passionate about their work get put down, so I figured I’d give you some friendly advice. The way I see it, you’ve got two ways out of this. One, you run and hide in some remote corner of black 'til everyone forgets about all the horrible things you've done (I got a feeling that might take a while). Two, you hack a terminal and lower your crimestat before some greedy civie sparks you. \n\nWhatever you do, good luck out there. \n\nAnd lose my contact info for a while.\n\n-Ruto
- missionManager_CrusaderHunted_Objective_01_Long=Lose your CrimeStat rating
- missionManager_CrusaderHunted_Objective_01_Short=Lose CrimeStat
- missionManager_CrusaderHunted_Objective_02_Long=Eliminate sufficient of your hunters to deter the rest
- missionManager_CrusaderHunted_Objective_02_Short=Eliminate Hunters
- missionManager_CrusaderHunted_Objective_03_Long=Lower your CrimeStat rating or survive for the duration of the warrant
- missionManager_CrusaderHunted_Objective_03_Short=Survive Warrant
- missionManager_CrusaderHunted_Title=Tips and Tricks to Surviving Your Death Warrant
- missionManager_CrusaderHunted_Title_Short=Death Warrant
- missionManager_CrusaderWantedTutorial_Description=Hey,\n\nGetting a crimestat can be a real pain, right? One little mistake in a monitored zone and you got security whacks crawling all over you. \n\nSure, you could lay low 'til the heat is off, but you’re in luck ’cause I know a little fix to improve just about any crimestat situation.\n \nAll you need to do is find a terminal hooked in to the Imperial Criminal Database. There are a few places around the system where you could access one, but Crusader’s latest construction project, Security Post Kareah, ran into a few ‘problems’ that left it unstaffed, but still connected. Perfect place to sort yourself. First, grab a cryptokey (Technotics in Grim HEX might be able to set you up), then go hack the access terminal, and just like that, no more crimestat ratings.\n \nBut hey, maybe you like getting hassled by those idiots.\n\n-Ruto
- missionManager_CrusaderWantedTutorial_Objective_1_Long=Hack the terminal at Security Post Kareah
- missionManager_CrusaderWantedTutorial_Objective_1_Short=Hack Terminal
- missionManager_CrusaderWantedTutorial_Title=Fixing Your Little Crimestat Problem
- missionManager_CrusaderWantedTutorial_Title_Short=Reduce Crimestat
- MissionManager_CryAstroCrime_1_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
- MissionManager_CryAstroCrime_1_Objective01_Long=Eliminate the target.
- MissionManager_CryAstroCrime_1_Objective01_Short=Eliminate
- MissionManager_CryAstroCrime_1_Title=A Little Bit of WetWork
- MissionManager_CryAstroCrime_1_Title_Short=Eliminate A Problem
- MissionManager_CryAstroCrime_2_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
- MissionManager_CryAstroCrime_2_Objective01_Long=Eliminate the target.
- MissionManager_CryAstroCrime_2_Objective01_Short=Eliminate
- MissionManager_CryAstroCrime_2_Title=A Little Bit of WetWork
- MissionManager_CryAstroCrime_2_Title_Short=Eliminate A Problem
- MissionManager_CryAstroCrime_3_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
- MissionManager_CryAstroCrime_3_Objective01_Long=Eliminate the target.
- MissionManager_CryAstroCrime_3_Objective01_Short=Eliminate
- MissionManager_CryAstroCrime_3_Title=A Little Bit of WetWork
- MissionManager_CryAstroCrime_3_Title_Short=Eliminate A Problem
- missionManager_DeathRace_Description=Description
- missionManager_DeathRace_Field01=Kill Enemy Pirates
- missionManager_DeathRace_Field02=Kill Enemy Pirates
- missionManager_DeathRace_Field03=Kill Enemy Pirates
- missionManager_DeathRace_Finish=Race to Finish
- missionManager_DeathRace_GoTo_Long=Check out race location
- missionManager_DeathRace_GoTo_Short=Race
- missionManager_DeathRace_Start=Starting Point
- missionManager_DeathRace_Title=Title
- missionManager_DeathRace_Title_Short=Title Short
- MissionManager_DisableCommArrays_1_Objective01_Long=Disable uplink at Comm Array 126.
- MissionManager_DisableCommArrays_1_Objective01_Short=Disable Uplink
- MissionManager_DisableCommArrays_1_Objective02_Long=Disable uplink at Comm Array 275.
- MissionManager_DisableCommArrays_1_Objective02_Short=Disable Uplink
- MissionManager_DisableCommArrays_1_Objective03_Long=Destroy the delivery.
- MissionManager_DisableCommArrays_1_Objective03_Short=Destroy
- MissionManager_DisableCommArrays_1_Title=Help Some ‘Friends’ Find Privacy
- MissionManager_DisableCommArrays_1_Title_Short=Silence the ECN
- MissionManager_DisableCommArrays_2_Objective01_Long=Disable uplink at Comm Array 472.
- MissionManager_DisableCommArrays_2_Objective01_Short=Disable Uplink
- MissionManager_DisableCommArrays_2_Objective02_Long=Disable uplink at Comm Array 556.
- MissionManager_DisableCommArrays_2_Objective02_Short=Disable Uplink
- MissionManager_DisableCommArrays_2_Objective03_Long=
- MissionManager_DisableCommArrays_2_Title=Help Some ‘Friends’ Find Privacy
- MissionManager_DisableCommArrays_2_Title_Short=Silence the ECN
- MissionManager_DisableCommArrays_3_Objective01_Long=Disable uplink at Comm Array 625.
- MissionManager_DisableCommArrays_3_Objective01_Short=Disable Uplink
- MissionManager_DisableCommArrays_3_Objective02_Long=Disable uplink at Comm Array 730.
- MissionManager_DisableCommArrays_3_Objective02_Short=Disable Uplink
- MissionManager_DisableCommArrays_3_Title=Help Some ‘Friends’ Find Privacy
- MissionManager_DisableCommArrays_3_Title_Short=Silence the ECN
- MissionManager_DisableCommArrays_Description=Hey,\n\nSo I may have heard from a friend of a friend, that this thing’s going down. They’re looking to keep it nice and quiet, so they’re willing to pay for their privacy. How about lending them a hand to make sure nobody’s listening?\n\n-Ruto
- MissionManager_GrimHex_Race_Checkpoint_Long=Reach the next checkpoint.
- MissionManager_GrimHex_Race_Checkpoint_Short=Checkpoint
- MissionManager_GrimHEX_Race_Description=Enter the Grim HEX Race and you could win some serious credits. Make your way to the Race Lobby now for entry.
- MissionManager_GrimHEX_Race_Reach_The_Lobby_Long=Reach the Race Lobby. Registration closes in %ls
- MissionManager_GrimHEX_Race_Reach_The_Lobby_Short=The Race Lobby
- MissionManager_GrimHEX_Race_Title=Enter the Grim HEX Race
- MissionManager_GrimHEX_Race_Title_Short=Grim HEX Race
- MissionManager_GrimHEX_Registration_Wait_Long=Race entry terminals will activate soon. Registrations opens in %ls
- MissionManager_GrimHEX_Registration_Wait_Short=Race entry opening soon!
- MissionManager_GrimHEX_Use_Terminal_Long=Use a terminal to sign up for the next GrimHEX Race! Registration Closes in %ls
- MissionManager_GrimHEX_Use_Terminal_Short=Press to enter the GrimHEX Race
- missionManager_Homestead_Constellation_LandingArea_Mission_Desc=Constellation Landing Area Mission Desc
- missionManager_Homestead_Constellation_LandingArea_Mission_ShortTitle=Constellation Landing Area Mission Short Title
- missionManager_Homestead_Constellation_LandingArea_Mission_Title=Constellation Landing Area Mission Title
- missionManager_Homestead_Constellation_LandingArea_Objective_LongDesc=Constellation Landing Area Objective Long Desc
- missionManager_Homestead_Constellation_LandingArea_Objective_ShortDesc=Constellation Landing Area Objective Short Desc
- missionManager_Homestead01_Mission_Description=Locate and investigate the source of a faint distress beacon
- missionManager_Homestead01_Mission_Title=Investigate Distress Beacon
- missionManager_Homestead01_Mission_Title_Short=Distress Beacon
- missionManager_Homestead01_Objective01_LongDescription=Locate distress beacon and investigate the area
- missionManager_Homestead01_Objective01_ShortDescription=Distress Beacon
- missionManager_Homestead01_Objective02_LongDescription=Locate new distress beacon and investigate the area
- missionManager_Homestead01_Objective02_ShortDescription=Escape Pod: EP19
- missionManager_Homestead01_Objective03_LongDescription=Locate and investigate the distress beacon cluster
- missionManager_Homestead01_Objective03_ShortDescription=Orpheus Horizon Blackbox
- missionManager_Homestead02_Mission_Description=Investigate the source of the new distress beacon
- missionManager_Homestead02_Mission_Title=Investigate New Distress Beacon
- missionManager_Homestead02_Mission_Title_Short=New Distress Beacon
- missionManager_Homestead03_Mission_Description=Locate and investigate the distress beacon cluster
- missionManager_Homestead03_Mission_Title=Investigate Distress Beacon Cluster
- missionManager_Homestead03_Mission_Title_Short=Distress Beacon Cluster
- MissionManager_KillCommTechs_Description=So, it seems that Aciedo hasn’t really appreciated their comm arrays ‘mysteriously’ shutting off, and in a move I am sure they are going to come to regret, they’ve decided to start hiring technicians to reactivate the uplinks. That’s really not going to work for us. \n\nWe’ve really come to appreciate all the peace and quiet in the area, and want to keep it that way. \n\nWith your people skills being what they are, I was hoping that maybe you could convince these techs to leave well enough alone. In the permanent sort of way.\n\nAnd for all your trouble, there’ll be a small thank you gift for each Aciedo tech you put an end to.\n\nHave a great day,\n\n-Ruto
- MissionManager_KillCommTechs_Objective01_Long=Eliminate Aciedo technicians at disabled comm arrays.
- MissionManager_KillCommTechs_Objective01_Short=Eliminate
- MissionManager_KillCommTechs_Title=Keep the Comm Arrays Offline
- MissionManager_KillCommTechs_Title_Short=Stop Aciedo Techs
- missionManager_PanelRepair_LongDescription=*WIP* There has been reports of several network panels around the station malfunctioning causing issues within our internal systems. We are looking for someone who can investigate these network panels and potentially fix the issue.
- missionManager_PanelRepair_Objective_01_LongDescription=*WIP* Locate and fix the broken network panels around the station
- missionManager_PanelRepair_Objective_01_Marker=*WIP* Network Panel
- missionManager_PanelRepair_Objective_01_ShortDescription=*WIP* Fix broken panels
- missionManager_PanelRepair_Objective_02_LongDescription=**OLD Locate the outpost and replace the power core to regain power to the outpost
- missionManager_PanelRepair_Objective_02_ShortDescription=**OLD Replace Power Core
- missionManager_PanelRepair_ShortDescription=*WIP* Fix the malfunctioning panels
- missionManager_PanelRepair_Title=*WIP* ~mission(Location) - Repair the Station Circuits (WIP)
- missionManager_Research03_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- missionManager_Research03_Mission_Title=ICC Scan Probe Assistance
- missionManager_Research03_Mission_Title_Short=ICC Assistance
- missionManager_Research03_Objective01_LongDescription=Report to ICC Scan Probe for details
- missionManager_Research03_Objective01_ShortDescription=Report to Probe
- missionManager_Research03_Objective02_LongDescription=Travel to unidentified signal location at 2910-UEE217
- missionManager_Research03_Objective02_ShortDescription=Unidentified Signal
- missionManager_Research03_Objective03_LongDescription=Locate and identify the signal
- missionManager_Research03_Objective03_ShortDescription=Identify Signal
- missionManager_Research04_Mission_Description=The Imperial Cartography Center has received an emergency communication and requests assistance from ships in the area.
- missionManager_Research04_Mission_Title=ICC Scan Probe Assistance
- missionManager_Research04_Mission_Title_Short=ICC Assistance
- missionManager_Research04_Objective01_LongDescription=Report to ICC Scan Probe for information
- missionManager_Research04_Objective01_ShortDescription=Report to Probe
- missionManager_Research04_Objective02_LongDescription=Travel to the distress signal location at 2913-UEE548
- missionManager_Research04_Objective02_ShortDescription=Distress Beacon
- missionManager_Research04_Objective03_LongDescription=Protect the immobilized civilian
- missionManager_Research04_Objective03_ShortDescription=Protect Civilian
- missionManager_Research05_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- missionManager_Research05_Mission_Title=ICC Scan Probe Assistance
- missionManager_Research05_Mission_Title_Short=ICC Assistance
- missionManager_Research05_Objective01_LongDescription=Report to ICC Scan Probe for information
- missionManager_Research05_Objective01_ShortDescription=Report to Probe
- missionManager_Research05_Objective02_LongDescription=Travel to the distress signal location at 2913-UEE620
- missionManager_Research05_Objective02_ShortDescription=Distress Beacon
- missionManager_Research05_Objective03_LongDescription=Eliminate the Pirate Threat attacking the ICC Researcher Ship
- missionManager_Research05_Objective03_ShortDescription=Protect Ship
- missionManager_Research06_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- missionManager_Research06_Mission_Title=ICC Scan Probe Assistance
- missionManager_Research06_Mission_Title_Short=ICC Assistance
- missionManager_Research06_Objective01_LongDescription=Report to ICC Scan Probe for information
- missionManager_Research06_Objective01_ShortDescription=Report to Probe
- missionManager_Research06_Objective02_LongDescription=Travel to unidentified signal location at 2921-CRU324
- missionManager_Research06_Objective02_ShortDescription=Unidentified Signal
- missionManager_Research06_Objective03_LongDescription=Locate and identify the signal
- missionManager_Research06_Objective03_ShortDescription=Identify Signal
- missionManager_Research07_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- missionManager_Research07_Mission_Title=ICC Scan Probe Assistance
- missionManager_Research07_Mission_Title_Short=ICC Assistance
- missionManager_Research07_Objective01_LongDescription=Report to ICC Scan Probe for information
- missionManager_Research07_Objective01_ShortDescription=Report to Probe
- missionManager_Research07_Objective02_LongDescription=Travel to unidentified signal location at 2928-CRU716
- missionManager_Research07_Objective02_ShortDescription=Unidentified Signal
- missionManager_Research07_Objective03_LongDescription=Locate and identify the signal
- missionManager_Research07_Objective03_ShortDescription=Identify Signal
- missionManager_Research08_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- missionManager_Research08_Mission_Title=ICC Scan Probe Assistance
- missionManager_Research08_Mission_Title_Short=ICC Assistance
- missionManager_Research08_Objective01_LongDescription=Report to ICC Scan Probe for information
- missionManager_Research08_Objective01_ShortDescription=Report to Probe
- missionManager_Research08_Objective02_LongDescription=Travel to unidentified signal location at 2930-CRU983
- missionManager_Research08_Objective02_ShortDescription=Unidentified Signal
- missionManager_Research08_Objective03_LongDescription=Locate and identify the signal
- missionManager_Research08_Objective03_ShortDescription=Identify Signal
- missionManager_StarfarerWreck_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
- missionManager_StarfarerWreck_Mission_Title=ICC Scan Probe Assistance
- missionManager_StarfarerWreck_Mission_Title_Short=ICC Assistance
- missionManager_StarfarerWreck_Objective01_LongDescription=Report to ICC Scan Probe for information
- missionManager_StarfarerWreck_Objective01_ShortDescription=Report to Probe
- missionManager_StarfarerWreck_Objective02_LongDescription=Locate the Starfarer wreckage site
- missionManager_StarfarerWreck_Objective02_ShortDescription=Locate wreckage
- missionManager_StarfarerWreck_Objective03_LongDescription=Retrieve the blackbox data from inside the Starfarer
- missionManager_StarfarerWreck_Objective03_ShortDescription=Retrieve the blackbox
- missionManager_StarfarerWreck_Objective04_LongDescription=Retrieve the blackbox data from inside the Starfarer
- missionManager_StarfarerWreck_Objective04_ShortDescription=Retrieve the blackbox
- missionManager_StarfarerWreck_Objective05_LongDescription=Report back to the ICC Probe to deliver the blackbox recordings
- missionManager_StarfarerWreck_Objective05_ShortDescription=Return to ICC Probe
- missionManager_VendingRepair_LongDescription=*WIP* There has been reports of several vending machines around the station malfunctioning. We are looking for someone who can investigate these machines and potentially fix the issue.
- missionManager_VendingRepair_Obj_02_Long_StrutA=*WIP* Locate and fix the vending machine in Strut A
- missionManager_VendingRepair_Obj_02_Long_StrutB=*WIP* Locate and fix the vending machine in Strut B
- missionManager_VendingRepair_Obj_02_Long_StrutC=*WIP* Locate and fix the vending machine in Strut C
- missionManager_VendingRepair_Obj_02_Long_StrutD=*WIP* Locate and fix the vending machine in Strut D
- missionManager_VendingRepair_Obj_02_Short_StrutA=*WIP* Fix Vending Machine
- missionManager_VendingRepair_Obj_02_Short_StrutB=*WIP* Fix Vending Machine
- missionManager_VendingRepair_Obj_02_Short_StrutC=*WIP* Fix Vending Machine
- missionManager_VendingRepair_Obj_02_Short_StrutD=*WIP* Fix Vending Machine
- missionManager_VendingRepair_Objective_01_LongDescription=*WIP* Locate and fix the broken vending machines around the station
- missionManager_VendingRepair_Objective_01_ShortDescription=*WIP* Fix Vending Machines
- missionManager_VendingRepair_ShortDescription=*WIP* Fix the broken vending machines
- missionManager_VendingRepair_Title=*WIP* ~mission(Location) - Repair the vending machines
- MissionModules_Rendezvous_obj_long=~mission(RendezvousObjLong)
- MissionModules_Rendezvous_obj_marker=~mission(RendezvousObjMarker)
- MissionModules_Rendezvous_obj_short=~mission(RendezvousObjShort)
- Missions_Patrol_Description=Patrol Mission Description
- Missions_Patrol_Objective_Long=Patrol Objective Long
- Missions_Patrol_Objective_Short=Patrol Objective Short
- Missions_Patrol_PatrolPoint1=Patrol Point 1
- Missions_Patrol_PatrolPoint2=Patrol Point 2
- Missions_Patrol_PatrolPoint3=Patrol Point 3
- Missions_Patrol_PatrolPoint4=Patrol Point 4
- Missions_Patrol_PatrolPoint5=Patrol Point 5
- Missions_Patrol_PatrolPoint6=Patrol Point 6
- Missions_Patrol_PatrolPoint7=Patrol Point 7
- Missions_Patrol_PatrolPoint8=Patrol Point 8
- Missions_Patrol_Title=Patrol Mission Title
- Missions_Patrol_TitleShort=Patrol Mission Short Title
- missionstatus_abandoned=Abandoned
- missionstatus_accepted=Accepted
- missionstatus_completed=Complete
- missionstatus_failed=Failed
- missionstatus_withdrawn=Withdrawn
- mm_LobbyStatus_Busy=Busy
- mm_LobbyStatus_InAMatch=In a Match
- mm_LobbyStatus_Ready=Ready
- mobiglas_Alpha_Aciedo_Contract_Body=We are looking to immediately hire temporary contract system technicians to assist in the maintenance of Comm Arrays located near Crusader. Previous experience a plus. Arrays require a hard reset so experience with EVA in a hazardous environment is a must.
- mobiglas_Alpha_Aciedo_Contract_Title=Temporary Contract Position: Comm Technician
- mobiglas_Alpha_Crusader_CommsWarning_Body=We wish to notify you that you may experience difficulties with your comm system while traveling in the vicinity of Crusader. We apologize for the inconvenience. Our security teams are currently working to correct this issue and have the errant Arrays reconnected soon.\n\nPlease note, this outage also compromises the Emergency Communications Network grid, so security forces will be unable to respond in the event of a ship malfunction or criminal activity. We highly recommend adjusting your flight plan accordingly.\n\nCrusader Industries thanks you for your patience in this matter,\n\nLorenzo Momar\nVice President, Interstellar Communications Division, Crusader Industries
- mobiglas_Alpha_Crusader_CommsWarning_Title=Crusader Industries Safety Alert: Comm Signal Disruption
- mobiglas_AlphaStation_WelcomeMessage_BodyText=On behalf of our entire staff and Crusader Industries, thank you for choosing Port Olisar for your visit to the Crusader area. We realize that there are many fine stations available, so we sincerely appreciate your business and look forward to providing an enjoyable experience.\n\nWe would like to call your attention to two important services:\n\n*Accessing Your Ship*\nIf you arrived at the station in a personal craft, Port Olisar is proud to feature UniCorp Limited’s cutting edge all-in-one automated ship organization program, ASOP. To retrieve your vessel, visit one of the ASOP terminals located in the Ship Deck, and once selected, your ship will be delivered to an available landing pad. \n\n*Safety Protocols*\nFor the safety of our guests, Port Olisar has been declared an Armistice Zone. All personal and ship weapons will have safeties automatically engaged within the perimeter of our station. If you would like more information about the Armistice Initiative, please contact a staff member or visit the Advocacy on the spectrum.\n\nAlso, please note that Port Olisar and the area above Crusader are a UEE Monitored zone. Our Comm Arrays are linked to the UEE’s Emergency Communication Network (ECN) and, when operational, will alert authorities immediately if you are involved in an accident, crime or life-threatening situation. While traveling, please maintain an active CommLink to ensure continued usage of the ECN.\n\nAnd of course, feel free to take advantage of our other top-class amenities:\n\n*Big Benny’s Kacho-To-Go*\nWhenever you’re in the mood to “Grab Eat,” make sure to check out our Big Benny’s Kacho-To-Go vending unit featuring the original noodle recipe made famous on Lo and their new spicy Mathania Red variety!\n\n*EZHab Rest Area*\nWhatever the length of your stay, take a moment to relax in our comfortable and private EZHab sleeping accommodations available for rent. \n\n*Complimentary Shuttles*\nIf your travel plans include a trip to Crusader’s surface, Port Olisar offers daily complimentary shuttles to Platinum Bay landing park in Orison; featuring breathtaking views of Crusader Industries’ famous construction yards. For schedule information, please contact a staff member. \n\nIf there is anything we can do to make your stay more comfortable please do not hesitate to ask any member of our staff or myself. We would be delighted to help you. \n\nWith kindest regards,\nSelma Hoss\n\nManaging Director\nPort Olisar Station, Crusader, Stanton\n
- mobiglas_AlphaStation_WelcomeMessage_SubHeading=Olisar Hospitality Team
- mobiglas_AlphaStation_WelcomeMessage_Title=Welcome to Port Olisar!
- mobiGlas_app_cargo=mG.cargoManager
- mobiGlas_app_contacts=mG.contacts
- mobiGlas_app_favorite=ADD FAVORITE
- mobiGlas_app_sleeve=mG.sleeve
- mobiGlas_app_wear=mG.wear
- mobiGlas_AppName_ContactsScreen=CommLink
- mobiGlas_AppName_CryAstro=Vehicle Maintenance Services
- mobiGlas_AppName_InventoryManager=Inventory
- mobiGlas_AppName_Journal=Journal
- mobiGlas_AppName_MissionMgr=Contracts Manager
- mobiGlas_AppName_PersonalManager=Equipment Manager
- mobiGlas_AppName_PortModification=LiveWorks AR
- mobiGlas_AppName_SkyLine=SkyLine
- mobiGlas_AppName_VehicleManager=Vehicle Loadout Manager
- mobiGlas_ar_context1=CONNECTED TO
- mobiGlas_ar_context2=AR NETWORK v1.0
- mobiGlas_ar_filter1=EXPLORATION
- mobiGlas_ar_filter2=COMMS
- mobiGlas_ar_filter3=JOBS
- mobiGlas_ar_label_NPC=NPC
- mobiglas_Author_Aciedo=Aciedo CommRelay
- mobiglas_Author_CrusaderIndustriesComms=Crusader Industries Interstellar Communications Division
- mobiglas_Author_CrusaderSecurity=Crusader Security Team
- mobiglas_Author_ElaineWard=Elaine Ward
- mobiglas_Author_PaulineNesso=Pauline Nesso
- mobiglas_Blackbox_01_sub_title=Ship RegTag #ST4OR-763538
- mobiglas_Blackbox_01_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nSEN HONDO: Crusader SHQ - This is pilot Hondo. Patrol Group 17's been ambushed. I think it's the Nine Tails. They had scan blocks. Didn't seem 'em till it was too late. Taking heavy damage. It's not good. I've lost power to thrusters 3 and 4. Shit 6 is gone. I'm not going to be able to- \n\n/**End_Transcription**/\n
- mobiglas_Blackbox_01_title=Emergency Flight Data (EDR-47392)
- mobiglas_Blackbox_02_sub_title=Ship RegTag #SL3PR-82343
- mobiglas_Blackbox_02_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nERIN DEMETER: Damn it. Damn it. It was a scythe. You hear me, Donny? A damn scythe. Thought it was one of the converted jobs. Some hotshot showing off. But it was 'duul. Thing flew at me like like - like - shit. I barely got a shot off... Donny, do right by me okay? \n\n/**End_Transcription**/\n
- mobiglas_Blackbox_02_title=Emergency Flight Data (EDR-48172)
- mobiglas_Blackbox_03_sub_title=Ship RegTag #VA2ET-72853
- mobiglas_Blackbox_03_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nRYAN PARTHI: Mayday, mayday. If anyone can hear me, my convoy was hit while in transit. Bastards had taken out the array so we couldn't get out a proper distress. They shot up my ship and vented the others... vented them like they were nothing. They're dragging my ship somewhere. Guess they thought they killed me. I'm sending out a low pulse distress, hopefully they won't pick it up. If you're in the area. Please, help.\n\n/**End_Transcription**/
- mobiglas_Blackbox_03_title=Emergency Flight Data (EDR-83376)
- mobiglas_Blackbox_04_sub_title=Ship RegTag #RE2PS-27391
- mobiglas_Blackbox_04_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nDANNY COLLINS: Day seventy-three. Very excited to be coming up to Crusader. Ever since the jump point, I've been working out a rough schedule of what to visit. By my estimation, I can sightsee for four hours if I want to keep my schedule for the rest of the system. <pause> That's weird... just got an alert that says an airlock was triggered... I swear the new operating system is designed to not work with these older models. Anyway, still undecided about whether to visit Hurston or not. Place is already kinda-\n\nUNIDENTIFIED: Kinda scary?\n\n/**End_Transcription**/\n<pause><bang></bang></pause></pause>
- mobiglas_Blackbox_04_title=Emergency Flight Data (EDR-797522)
- mobiglas_Blackbox_05_sub_title=Unknown Ship RegTag #EL4NE-67983
- mobiglas_Blackbox_05_text= /**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nJORDAN MUSCOVIC: To those that find this, know that though my journey has ended, it was finding my way here that made the path worth taking... I am glad that I could be part of your story too. Share it well and safe travels.\n\n/**End_Transcription**/\n
- mobiglas_Blackbox_05_title=Emergency Flight Data (EDR-41435)
- mobiglas_Blackbox_06_sub_title=Unknown Ship RegTag #CR2AL-243123
- mobiglas_Blackbox_06_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nCASEY VANDALUSA: Hey Jenny, think you could head on back and whip us up a cup of something hot? I am about to pass- <beep> Got a contact. Multiples. Let’s see what their regs say... Not coming up. Forget the drink, I need you on shields, now. <gunfire impact="">\n<alarms>\n<ship alerts="">\n\n/**End_Transcription**/\n<beep> <gunfire impact=""><alarms><ship alerts=""></ship></alarms></gunfire></beep></ship></alarms></gunfire></beep>
- mobiglas_Blackbox_06_title=Emergency Flight Data (EDR-47826)
- mobiglas_Bravo_Backstory_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nTo: SASHA RUST\nFrom: Pauline Nesso\nSubject: Filtration Problem\n2945.11.07.11:23SET\n\nSir,\n\nI am afraid Kareah has not been cleared for habitation. I just got the estimate from the repair crew. It’s not good. The whole air filter system is going to need to be replaced and that’s going to take some time. Not to mention getting the extra expenditure cleared by Central is going to be a bit of a to-do after the struggle we had getting the last increase through the board.\n\nI’m afraid there is no way we can proceed with opening the station as planned, and, unless you object, I’m going to keep the patrols operating out of their existing posts and delay their transfers until we have a better grasp on the updated timeline.\n\nNot going to lie, it's a major setback. I know how much having this new facility operating meant to you. Darston and myself are going to do everything we can to help get us back on track. \n\nSee you tomorrow,\nPauline\n\nPauline Nesso\n\nFacilities Manager\nCrusader Security\nSecurity Post Kareah
- mobiglas_Bravo_Backstory_Title=Filtration Problem
- mobiglas_BravoDefender_AbandonedPost_text=By taking unauthorized leave of Security Post Kareah, you have violated the terms of your contract with Crusader Industries. \n\nAll remuneration is forfeit and criminal charges have been filed.\n\nAuthorized by:\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
- mobiglas_BravoDefender_AbandonedPost_title=Breach of Crusader Security Contract
- mobiglas_BravoDefender_Failure_text=Post Kareah's security databases were illegally accessed while under your watch.\nThis is unacceptable and a breach of your employment terms.\n\nYou are hereby terminated from your position.\n\nAll remuneration is now forfeit. Immediately vacate the premises.\n\nThis message authorized by:\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
- mobiglas_BravoDefender_Failure_title=Failure to Fufill Crusader Security Contract
- mobiglas_BravoDefender_Quit_text=You have chosen to terminate your position as Crusader Security early.\n\nAll remuneration is now forfeit. Immediately vacate the premises.\n\nThis message authorized by:\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
- mobiglas_BravoDefender_Quit_title=Termination Notice
- mobiglas_BravoDefender_ThankYou_text=Congratulations on the successful completion of your security contract with Crusader Industries. Payment has been transferred to your account. \n\nIn addition, as thanks for your exemplary work, please feel free to keep the equipment provided for your own personal use.\n\nRegards,\nPauline\n\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
- mobiglas_BravoDefender_ThankYou_Title=Crusader Security Contract Completed
- mobiglas_Charlie_DropPad_bodytext=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/** LOCK CODE ACCEPTED **/\n\nTo: Mel Ososky\nFrom: RedSand\nSubject: Laundry Stain\n\nHey Mel,\nI know we were supposed to do a few more drops, but the timeline has escalated. Ladybird got grabbed up yesterday and Hundo swears she was followed on her last run. It’s only a matter of time before they trace the full network. No choice but to cut clean and drift. Boss wants you to abandon Covalex and head to the current stash. Need all hands if we’re going to walk away with credits earned. \n\n-RedSand\n\n/** ATTCH: stash.coordinates **/\n
- mobiglas_Charlie_DropPad_subtitle=The Drop Datapad - RedSand
- mobiglas_Charlie_DropPad_title=RedSand - Recovered Comm
- mobiglas_CharlieStation_Darnell_Transcript_subtitle=Covalex Employee Datapad - Darnell Ward
- mobiglas_CharlieStation_Darnell_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nMessage 1327896\nTo: Darnell Ward\nFrom: Racine Chodary\n2945.08.27.10:03SET\n\nRACINE CHODARY: Darnell, it's Racine over at Corporate Ops. Give me a shout back when you clock in. Just wanted to follow up on the distro issue. Talk to you in a bit.\n\nMessage 1327897\nTo: Darnell Ward\nFrom: Racine Chodary\n2945.08.27.11:21SET\n\nRACINE CHODARY: Darnell. Racine again. Still need to sync up about the power distribution problem. Where are you, man?\n\nMessage 1327898\nTo: Darnell Ward\nFrom: Racine Chodary\n2945.08.27.13:11SET\n\nRACINE CHODARY: Getting tired of waiting, Darnell. Call me.\n\n//**TRANSCRIPTION_END**//
- mobiglas_CharlieStation_Darnell_Transcript_title=D.Ward - Recovered Comm
- mobiglas_CharlieStation_Elaine_Conclusion_Guilty_Drunk_Transcript_text=ELAINE WARD: I wanted to let you know that I have received the information you sent, and will be uploading the payment to your account. \n\nI guess I shouldn't be surprised. I knew how hard that struggle was, but I guess... I guess I had hoped for better. \n\nAfter all that, it seems that Covalex was right. I'm sorry he cost those people their lives... and at least I know the truth now.
- mobiglas_CharlieStation_Elaine_Conclusion_Guilty_Transcript_text=ELAINE WARD: I wanted to let you know that I have received the information you sent, and will be uploading the payment to your account. \n\nAfter all that it seems that Covalex was right. I'm sorry he cost those people their lives... And at least I know the truth now.
- mobiglas_CharlieStation_Elaine_Conclusion_Guilty_Transcript_title=Covalex Information Received
- mobiglas_CharlieStation_Elaine_Conclusion_Innocent_Bonus_Transcript_title=Great News!
- mobiglas_CharlieStation_Elaine_Conclusion_Innocent_Transcript_text=ELAINE WARD: I wanted to let you know that I got the information you sent, and if what you found is true, I owe you a very big thank you and Covalex owes me and my husband an apology. \n\nThank you again. I'm uploading your payment to your account now.
- mobiglas_CharlieStation_Elaine_Conclusion_Innocent_Transcript_title=Thank You
- mobiglas_CharlieStation_Elaine_Epilogue_Innocent_Bonus_Transcript_text=ELAINE WARD: I just wanted to let you know that the information you found worked. Covalex exonerated my husband and the insurance company gave me the full claim.\n\nOn top of all that, the Advocacy was able to arrest the people that Mel Ososky had been working with. It turns out there was a reward for information leading to the smuggling rings arrest and I want you to have it.\n\nI cannot express how much I appreciate the hard work you did on my behalf. It made all the difference. \n\nBest of luck of to you, and thanks for everything.\n
- mobiglas_CharlieStation_Elaine_Epilogue_Innocent_Transcript_text=ELAINE WARD: I just wanted to let you know that the information you found worked. Covalex exonerated my husband and the insurance company gave me the full claim.\n\nI cannot express how much I appreciate the hard work you did on my behalf. It made all the difference.\n\nBest of luck of to you, and thanks for everything.
- mobiglas_CharlieStation_Elaine_Epilogue_Innocent_Transcript_title=Good News!
- mobiglas_CharlieStation_Elaine_Insurance_text=To: Elaine Ward\nFrom: Imperial General Insurance\nSubject: Darnell Ward Beneficiary Claim\n2945.10.27.011:13SET\n\nDear Elaine Ward,\n\nAs you know, I have been investigating your beneficiary claim resulting from the loss of Darnell Ward. We are sorry to inform you that after careful consideration and review, our investigation has revealed the cause of loss is not covered by the employee policy provided by Covalex Shipping.\n\nPersonal Life Policy 02107 02012000 notes the following exclusions under which benefits will not be paid if the loss:\n\n(A) results from the Insured's alcoholism or addiction to drugs or narcotics; but not addiction which results from the administration of those substances in accordance with the advice and written instructions of a Licensed Health Care Practitioner.\n(B) results from the Insured's participation in a felony, riot or insurrection, or involvement in an illegal occupation.\n\nThe preponderance of the evidence collected at Covalex Gundo Station and witness statements indicate that the insured was intoxicated to the point they he lost normal control of his mental and physical facilities and that this intoxication was a contributing cause of the accident.\n\nIt is against the law and considered a felony for an individual to cause the death of another by the operation of devices while under the influence of intoxicants. Even if there may be intervening factors between the fact of operation and the death of another. Felony exclusion makes no benefits payable. \n\nSince your claim was denied, you have the right to an internal appeal. You may request one by filling out a DCR-90 form. If you have questions regarding the information contained in this letter, please feel free to contact our claims department. \n\nSincerely,\n\nJessie Holzburg\n\nClaims Adjuster\nImperial General Insurance
- mobiglas_CharlieStation_Elaine_Insurance_title=FW: Darnell Ward Beneficiary Claim
- mobiglas_CharlieStation_Elaine_Intro_Transcript_text=ELAINE WARD: Thank you for getting in touch with me.\n\nMy husband recently died aboard the Covalex Shipping Hub, but the company is refusing to pay out his insurance claim because they say he was at fault. It's ridiculous. There is no way that's true. I know my husband. Darnell had his problems but that's all in the past.\n\nI want you to go Covalex and send me evidence that my husband is innocent. But even if you find out he isn't, you'll still get paid. I know your time is valuable and really, I just want to know the truth.\n \nGood luck, and I hope to hear from you soon one way or another.
- mobiglas_CharlieStation_Elaine_Intro_Transcript_title=Covalex Investigation
- mobiglas_CharlieStation_Kiyomi_Datapad_subtitle=Covalex Employee Datapad - Kiyomi Santos
- mobiglas_CharlieStation_Kiyomi_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nTo: \nFrom: Kiyomi Santos\nSub: Master Override Code\n>> UNSENT DRAFT\n\nHi Scott,\n\nWhile performing a routine security check on personal access codes for the sleeping pods, I noticed that Mel's access code is different than the one we have on file. I don't know if it was a holdover from the last shift or if she changed it without authorization, but went ahead and reset it to a new Unlock code (attached). \n\nDo you want to send the update to Corporate or should I? Also, I can remind Mel about our security policy if you want. Not sure how you prefer to handle this kind of stuff.\n\nBest,\n\nKiyomi\n\n**/[POD 3 - M.OSOSKY] UNLOCK CODE ATTACHED/**
- mobiglas_CharlieStation_Kiyomi_Datapad_title=K.Santos - Recovered Data
- mobiglas_CharlieStation_Mel_Datapad_subtitle=Covalex Employee Datapad - Mel Ososky
- mobiglas_CharlieStation_Mel_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\n/**MESSAGE_01**/\n\nTo: Gundo Station Staff\nFrom: Covalex Security\nSubject: EMPLOYEE NOTICE - New Scan Protocols\n2945.08.20.09:23SET\n\nRecently, there has been an increase in contraband and black market activity in the Stanton System. The Advocacy and Crusader Industries Security forces have reached out and asked for Covalex Shipping's help in curtailing such activities.\n\nAs many of you know, Covalex Shipping has a long history in helping authorities eliminate the transport of illegal goods. As such, starting this week, all cargo moving through Covalex Shipping centers in Stanton will be subject to heightened scan protocols and security measures. Training vids and procedure manuals are being circulated and are also available on the intraspec under Covalex>Security>Stanton.\n\nYour help in this important matter is greatly appreciated. If you have any questions please contact myself or your supervisor.\n\nWorking together, we can deliver a difference.\n \nSincerely,\n\nSashi Michaels, Chief Security Officer\nCovalex Shipping - Stanton\n\n/**MESSAGE_02**/\n\nTo: Mel Ososky\nFrom: Astro Armada Sales Team\nSubject: Plan-And-Fly Service\n2945.08.15.08:54SET\n\nTo Ms. Ososky,\n\nThank you for visiting Astro Armada's Plan-And-Fly service. The custom Freelancer you designed has a build-time of four weeks based on the options chosen.\n\nPlease contact our sales office if you would like to put down a payment and get the ball rolling.\n \nBest regards,\n \nSean Halloway\nSenior Sales Associate\nAstro Armada Branch 334\nArea18/ArcCorp/Stanton
- mobiglas_CharlieStation_Mel_Datapad_title=M.Ososky - Recovered Data
- mobiglas_CharlieStation_Mel_Secret_Transcript_subtitle=Personal Datapad - Mel Ososky
- mobiglas_CharlieStation_Mel_Secret_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: RedSand\nFrom: Mel Ososky\nSubject: Laundry Pick Up\n2945.08.27.14:47SET\n\nMEL OSOSKY: Hey, wanted to let you know that I get the ops guy's passcode last night. Took a whole damn bottle of Esquire to do it. Talk about being able to hold your liquor. I set the routine to bypass the monitoring protocols at 1400. The crates should go through no problem. Just be ready at the drop, alright? By the way, had to change over the security stuff. Location and lock codes attached.\n\n/**END_TRANSCRIPTION**/
- mobiglas_CharlieStation_Mel_Secret_Transcript_title=M.Ososky - Recovered Comm
- mobiglas_CharlieStation_Racine_Transcript_subtitle=Covalex Employee Datapad - Racine Chodary
- mobiglas_CharlieStation_Racine_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nMessage 1327899\nTo: Racine Chodary\nFrom: Darnell Ward\n2945.08.27.13:33SET\n\nDARNELL WARD: Hey Rac, it's Darnell.\n\nRACINE CHODARY: Where the hell have you been? Your shift started three hours ago.\n\nDARNELL WARD: I know. I'm sorry. So I did a breakdown of the current power flow for the station and it's looking like I'll need to run a stress test on the whole system to see where the runoff is.\n\nRACINE CHODARY: Yeah, okay. Just be careful.\n\nDARNELL WARD: Will do. I'll keep a close eye on it.\n\nRACINE CHODARY: Sounds good. You sure you're okay? You sound terrible.\n\nDARNELL WARD: Yeah. It was Scott's birthday last night, so we were all up a little later than we should've been.\n\nRACINE CHODARY: Alright. Let me know when you're finished running the test.\n\nDARNELL WARD: Will do.\n\n//**TRANSCRIPTION_END**//
- mobiglas_CharlieStation_Racine_Transcript_title=R.Chodary - Recovered Comm
- mobiglas_CharlieStation_Ross_Datapad_subtitle=Covalex Employee Datapad – Ross Biollo
- mobiglas_CharlieStation_Ross_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Road_Roller\nFrom: Ross Biollo \nRE: Thank You Gift\n2945.08.23.14:03SET\n\nLove them! Can you do me a favor and drop them off in my bunk? I've attached the code so you can get in.\n\n**/[POD 5 - R.BIOLLO] UNLOCK CODE ATTACHED/**\n\n>To: Ross Biollo\n>From: Road_Roller\n>SUBJECT: Thank You Gift\n>2945.08.23.13.58SET\n>\n>Hey Ross,\n>Got you a little something for all your help. Hope you like smoking Moores! \n>Where should I put them?\n>\n>-RR\n\n//**TRANSCRIPTION_END**//
- mobiglas_CharlieStation_Ross_Datapad_title=R. Biollo – Recovered Comm
- mobiglas_CharlieStation_Scott_Datapad_subtitle=Covalex Employee Datapad - Scott Hammell
- mobiglas_CharlieStation_Scott_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nANNUAL EMPLOYEE REVIEWS - WIP \n\nRoss Biollo Notes: \n- Has developed a strong rapport with the haulers which can be good and bad. \n- Needs to make sure that professionalism isn't lost completely. \n- Two citations this year for the not properly logging crates. Needs to be more detail focused. One more strike? \n- Does a lot to help maintain crew morale. \n\nDarnell Ward Notes: \n- Was a little abrasive at first when he came back, but has settled back into a solid routine. Once in a while still have to remind him about watching his attitude. \n- Punctuality problems seemed to have gone away. Has been on time regularly for past 3 months. \n- Keeps personal space clean. \n- Can sometimes be too diligent in trying to figure out a problem. Over thinks things sometimes which means tasks can take a little longer than expected. \n- Also can lead to taking unnecessary risks. \n- Very proactive though. Will address issues without needing to be told to do so. \n\nNico Theolone Notes: \n- Very focused. \n- Gets job done. \n- Figure out how to mention deodorant thing??? \n\nKiyomi Santos Notes: \n- So far so good. Seems to be stepping into the position well. \n- Good attitude. \n- Reports could be a little cleaner. Have noticed a few typos and errors. Simple things. Should take the time to double check before filing. \n- Schedule rotation suggestion was a good one. \n- Possible candidate for advanced training \n\nMel Ososky Notes: \n- Needs to be more mindful of using mobiGlas during work hours. \n- Has helped to improve the distro rate. Moving more crates through thanks to oversight on the cargo manifests. \n- Can be territorial with responsibilities. Needs to be more willing to let others help. \n\nSelf Eval Notes: \n- Need to be better about respecting that personal hours. I have sometimes taken advantage of employees living onsite and it can blur the lines between on and off hours. Downtime is important. \n- Profits have exceeded the 3% growth mandated by Covalex, in large part to my management. \n- Employee retention has increased. Turnover rate has significantly dropped. \n- Need to be better about following up on things earlier. Don't assume employees are tracking deadlines.
- mobiglas_CharlieStation_Scott_Datapad_title=S.Hammell - Recovered Data
- mobiglas_CharlieStation_Scott_Transcript_subtitle=Covalex Employee Datapad - Scott Hammell
- mobiglas_CharlieStation_Scott_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**VID_TRANSCRIPTION**/\n\nTo: Anya Sugari\nFrom: Scott Hammell\nSubject: Thanks for the Gift!!!\n2945.08.26.22:45SET\n\nSCOTT HAMMELL: Hey babe, just got the package you sent. Thanks a million for the mobi mod. It's incredible. Sorry for the noise. The crew surprised me with a shindig.\n\nMEL OSOSKY: Damn right we did! Hey, Anya!\n\nSCOTT HAMMELL: Holy shit, is that a bottle of Esquire?\n\nMEL OSOSKY: Damn right.\n\nSCOTT HAMMELL: How'd you afford this?\n\nMEL OSOSKY: Less talk, more drinking. Darnell! Hey Darnell! Get in on this.\n\nDARNELL WARD: No, thanks.\n\nMEL OSOSKY: Come on.\n\nSCOTT HAMMELL: Jeez Darnell, just one.\n\nDARNELL WARD: Maybe a sip.\n\nSCOTT HAMMELL: There we go.\n\nMEL OSOSKY: Bye Anya. Let's go, Darnell. One more.\n\nSCOTT HAMMELL: Hey. I'm gonna get back to it, but let me know how your dissertation's going. Anyway, I love you and I miss you. Thank you again for the present. Bye babe.\n\n/**END_TRANSCIPTION**/
- mobiglas_CharlieStation_Scott_Transcript_title=S.Hammell - Recovered Comm
- mobiglas_CharlieStation_Server_Records_subtitle=Covalex Station Gundo: Server Archives
- mobiglas_CharlieStation_Server_Records_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nCSHSCG--GUNDOSERVER_BLUEHEART:\\> Get-ArchiveLog -NameSpace root\\systemcheckSNS -List -AllSpaces dc1 : ObjectMarker { $_.dnn -notmatch "__" }\nADL_ElectricalSystemCheck/auto {GH 09.7 norm, BT 13.5,,,}\nADL_LifeSystemCheck/auto {CAa 126 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1002 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\nADL_ElectricalSystemCheck/auto {GH 09.6 norm, BT 14.1,,,}\nADL_LifeSystemCheck/auto {CAa 151 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 0986 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9998,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\nADL_ElectricalSystemCheck/auto {GH 09.7 norm, BT 13.9,,,}\nADL_LifeSystemCheck/auto {CAa 146 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1013 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\n\nRUNPROTOCOL stresstest_v3.dnn AUTHORIZE:dward ...\nADL_ElectricalSystemCheck/auto {GH 09.9 alert, BT 16.1,,,}\nADL_LifeSystemCheck/auto {CAa 126 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1002 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\nADL_ElectricalSystemCheck/auto {GH 11.3 alert, BT 21.2,,,}\nADL_LifeSystemCheck/auto {CAa 126 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1002 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\n\nRUNPROTOCOL all_monitor_silence.dnn AUTHORIZE:dward ...\nADL_ElectricalSystemCheck/silent\nADL_LifeSystemCheck/silent\nADL_PressureSystemCheck/silent\nADL_DataSystemCheck/silent\nADL_ScannerSweep/silent\nADL_ElectricalSystemCheck/silent\nADL_LifeSystemCheck/silent\nADL_PressureSystemCheck/silent\nADL_DataSystemCheck/silent\nADL_ScannerSweep/silent\nADL_ElectricalSystemCheck/silent\n***WARNING POWER SYSTEM OVERHEATING***\n\nADL_ElectricalSystemCheck/silent\n***WARNING POWER SYSTEM OVERHEATING***\n\nADL_ElectricalSys-\n***ALERT POWER SYSTEM OFFLINE***\n***ALERT DECOMPRESSION DETECTED***\n***SYSTEM FAILURE***\n***SYSTEM FAILURE***\n///...
- mobiglas_CharlieStation_Server_Records_title=Server Log
- mobiGlas_commLink_AddToContacts=Contact Added
- mobiGlas_commLink_AudioDisabled=Audio Disabled
- mobiGlas_commLink_AudioEnabled=Audio Enabled
- mobiGlas_commLink_BlockPlayer=Contact Blocked
- mobiGlas_commLink_BookmarkAdd=Bookmark Added
- mobiGlas_commLink_BookmarkRemoved=Bookmark Removed
- mobiGlas_commLink_ChatColorChanged=Channel Color Updated
- mobiGlas_commLink_ColorChanged=Text Color Updated
- mobiGlas_commLink_Connected=Connection Established
- mobiGlas_commLink_DisbandGroup=Group Disbanded
- mobiGlas_commLink_FeedDisabled=Feed Notifications: Disabled
- mobiGlas_commLink_FeedMentioned=Feed Notifications: Mentions only
- mobiGlas_commLink_FeedMessage=Feed Notifications: All Messages
- mobiGlas_commLink_FeedVisor=Feed Notifications: Push to Visor
- mobiGlas_commLink_InviteGroupToParty=Bulk Party Invite Sent
- mobiGlas_commLink_InviteToGroup=Channel Invite Sent
- mobiGlas_commLink_InviteToParty=Party Invite Sent
- mobiGlas_commLink_KickFromGroup=Member Kicked
- mobiGlas_commLink_LeaveGroup=Channel Left
- mobiGlas_commLink_MakeGroupLeader=Leader Assigned
- mobiGlas_commLink_MicDisabled=Microphone Disabled
- mobiGlas_commLink_MicEnabled=Microphone Enabled
- mobiGlas_commLink_MicrophoneOff=Microphone Disabled
- mobiGlas_commLink_MicrophoneOn=Microphone Enabled
- mobiGlas_commLink_Mute=Audio Disabled
- mobiGlas_commLink_NewChannelCreated=New Channel Created
- mobiGlas_commLink_NotifyMention=Notify on Mention
- mobiGlas_commLink_NotifyMessage=Notify on Message
- mobiGlas_commLink_NotifyNone=Mute Notifications
- mobiGlas_commLink_NotifyVisor=Push to Visor
- mobiGlas_commLink_PlayerMute=Contact Muted
- mobiGlas_commLink_PlayerUnmute=Contact Unmuted
- mobiGlas_commLink_RemoveFromContacts=Contact Removed
- mobiGlas_commLink_Unmute=Audio Enabled
- mobiGlas_commLink_VideoOff=Video Disabled
- mobiGlas_commLink_VideoOn=Video Enabled
- mobiGlas_ContractManager_Heading=View, accept, and create contracts
- mobiglas_CrusaderBountyReward_Sub_Title=Crusader Security Team
- mobiglas_CrusaderBountyReward_Text=We at Crusader Security would like to formally thank you for your assistance in eliminating such a dangerous enemy to the public’s safety. We can all rest a little bit in easier knowing that such a malicious threat has been resolutely dealt with.\n\nAs a token of our appreciation for your meritorious service and in recognition of your selflessness, the promised reward has been delivered and is awaiting you at Port Olisar.\n\nMay it serve you in good health,\nSasha Rust, Security Director, Crusader Industries
- mobiglas_CrusaderBountyReward_Title=Meritorious Service
- mobiGlas_CryAstro_Description=While parked at an appropriate pad or hangar, simply utilize this app from the pilot’s seat to purchase various maintenance services offered at the location.
- mobiglas_CryAstro_NoService=No Service Required
- mobiglas_CryAstro_Refuel=Refuel
- mobiglas_CryAstro_Refuel_Hydrogen=Refuel Hydrogen
- mobiglas_CryAstro_Refuel_Quantum=Refuel Quantum
- mobiglas_CryAstro_Repair=Repair
- mobiglas_CryAstro_Restock=Restock
- mobiGlas_CryAstro_ServicesHeading=Repair, Restock, and Refuel… all from your cockpit!
- mobiglas_CryAstro_Unavailable=No services available in your location
- mobiGlas_hint_Audio_Enabled=Audio feed enabled
- mobiGlas_hint_Audio_Mute=Audio feed muted
- mobiGlas_hint_Audio_Unmute=Audio feed unmuted
- mobiGlas_hint_Channel_Created=Channel created
- mobiGlas_hint_Channel_InviteSent=Channel invitation sent
- mobiGlas_hint_Channel_NameChanged=Channel Name updated
- mobiGlas_hint_Channel_NicknameChanged=Channel Nickname updated
- mobiGlas_hint_Color_Update=Channel color updated
- mobiGlas_hint_Favorite_Added=Channel added to Favorites
- mobiGlas_hint_Favorite_Removed=Channel removed from Favorites
- mobiGlas_hint_FeedState_All=Notify for all messages
- mobiGlas_hint_FeedState_Mentions=Notify for mentions only
- mobiGlas_hint_FeedState_None=Never notify
- mobiGlas_hint_FeedState_Visor=Push new messages to Visor
- mobiGlas_hint_Microphone_Mute=Microphone feed muted
- mobiGlas_hint_Microphone_Unmute=Microphone feed unmuted
- mobiGlas_hint_Video_Disabled=Video feed disabled
- mobiGlas_hint_Video_Enabled=Video feed enabled
- mobiGlas_home_Astro=Welcome to Astro Armada
- mobiGlas_home_coming=COMING SOON
- mobiGlas_home_connexion=CONNECTING TO MOBIGLAS NETWORK
- mobiGlas_home_Cubby=Welcome to Cubby Blast
- mobiGlas_home_Dumper=Welcome to Dumper's Depot
- mobiGlas_home_favorite=FAVORITE
- mobiGlas_home_loadingapp=LOADING APP
- mobiGlas_home_Medical=Welcome to the Medical Unit
- mobiGlas_home_notifications=NOTIFICATIONS
- mobiGlas_home_Scheduler=mG.scheduler
- mobiGlas_home_Scheduler_desc=AT HOME OR OUT IN SPACE, NEVER FORGET A DEADLINE
- mobiGlas_MissingBennysDatapad_01_Subtitle=ISSUING OFFICER: M. Trovitz
- mobiGlas_MissingBennysDatapad_01_Text=LAST UPDATED: 2945-03-21_16:44SET\n\nOn 2945-03-03 we received our first report of missing BIG BENNY brand vending machines from the Port Olisar commuter hub station. Alby Mollion, the on call manager, explained that a TERRA MILLS SERVICE TECHNICIAN had come to repair the machine and informed him that it would have to be taken to an offsite center. The following week, shift supervisor Tony Losong contacted Terra Mills Service Center to inquire about the repair only to learn that the so-called service technician had not in fact been associated with the company. It was at this point that Crusader Security was contacted by the Port Olisar administrators to look into the matter. Security vids pulled from the station’s feed captured the suspect leaving with the machine in question but so far, facial match has been a dead end. It is surmised that the suspect was wearing spoofs, faux-vis, or some combination thereof. Attempts to track the suspect’s transport also proved futile as the regtags were traced back to a decommissioned hauler. \n\nOn 2945-03-05, we received a second report from CryAstro station 1267SC where their Big Benny unit was also taken under the guise of repair. Not long after, dozens of similar reports from other stations around the Crusader sector began to trickle in, stating that a false Terra Mills technician had removed their Big Benny machines. Those separate reports were vetted and indexed under this main casefile once the connection was confirmed. \n\nIn the meanwhile, we have been working with Terra Mills to issue a general warning to all Big Benny machine owners to be on the lookout for unscheduled service technicians and that they should always demand to see credentials. An image of the suspect has likewise been circulated. However, since 2945-03-12 there have been no further reports.\nIn attempt to track down the culprit we have notified scrap yards and secondhand sellers to alert us if someone tries to offer a Big Benny unit for sale. We have also tasked Terra Mills with tracing unusual refill orders surmising that the stolen machines may eventually require more Kacho to be stocked. \n\n**EDIT 2945-03-21 ** We did have a possible hit on the VSS we put out on the suspect’s transport, but reached a dead end after we lost the trail near Grim HEX. We currently don’t have the resources to investigate directly, but I have put in a request for a CI to follow up.\n\n
- mobiGlas_MissingBennysDatapad_01_Title=CASEFILE #232131089 VENDING MACHINE THEFT
- mobiGlas_MissingBennysDatapad_AboveAndBeyond_Subtitle=Crusader Visitor Information Center
- mobiGlas_MissingBennysDatapad_AboveAndBeyond_Text=Millions of people from around the Empire come to visit Crusader every year. From stunning vistas planetside to a bevy of unique and memorable locations in the surrounding environs, there’s plenty of reasons why Crusader is considered by many to be “Above and Beyond.”\n\nWhat better way to explore the grand expanses of the Crusader than by riding aboard a Genesis Starliner that was built planetside by Crusader Industries. These luxurious cruise ships offer tours of not only the gorgeous upper atmosphere of Crusader proper, but offer a myriad of options and destinations. Why not start with a sunset tour to see a Genesis being built right before your eyes in the beautiful latticework of Crusader Industries; expansive shipyards? From there you can cruise along to the lower atmosphere to experience the colorful cacophony of one of our famous “light storms” or head out into orbit to visit the beautiful icy moon of Yela. Named for the oldest sibling in the childhood favorite fairy tale “A Gift for Baba,” a visit to this frozen landscape will surely have all the makings of a tale of your own.\n \nFor more information on tickets and timetables, or to learn more about places to see and visit during your stay, please contact the Crusader Visitor Information Center.
- mobiGlas_MissingBennysDatapad_AboveAndBeyond_Title=CRUSADER – ABOVE AND BEYOND
- mobiGlas_MissingBennysDatapad_Artists_Subtitle=Personal Datapad - Dreams, Thoughts, and Inspiration
- mobiGlas_MissingBennysDatapad_Artists_Text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\n• Remember, this is a free flowing expression of your thoughts. Don’t hold back. Don’t edit. Be true and you will find truth.\n\n• Impact over substance or transformation over rehabilitation?\n\n• The medium is part of discussion as much as the discussion itself is a medium of the art, but when that message overcomes the piece, is that the ultimate goal? Should the work stand or topple? Stop to ask ‘what if’ but make sure the remaining question is always why.\n\n• Found another critique - “Though the work is an assault on the space, there remains little bite behind the attack. The only kindness in the experience is that the all the leftover resin has been promised to a local art school. Hopefully it may find use as art yet.” This is what I need. This pain. \n\n• While I had some concerns at first, I am thrilled that my new hab is proving a fruitful ground for inspiration. Leaving the comfortable familiar behind and embracing the chaos of Grim HEX has been so cathartic I have begun to count losing all my credits as a blessing. \n\n• You see these other artists who “make it.” Denara with his looms lapping up the critic’s praise, or Tamsa and her painted ships. Their embracing of the commercialization of art is the very poison that is destroying our souls. To expose how deep this commoditization of Humanity would be a true work of inspiration.\n\n• I watched an ambush today outside the base. It was thrilling and terrifying at the same time, but it was the aftermath that struck me the most. The silence after the predators had flown away, stripping the cargo of their prey, I found myself transfixed by the drifting hulk of the wreck. The twisted shapes losing all function and becoming pure form. Definitely a motif to be explored further. \n\n• I met a woman today who goes by the name Threetoe. She told me that if she was to die she’d want to be floated out in the asteroids by ‘the Big Sister.” She explained how her mother used to read the ‘A Gift for Baba’ to her growing up and she always related to the character. It amazes me the impact these stories of our youth can shape our very being. What replaces them as we grow older? The stories stop, but the need persists. What are the fairy tales that give us comfort now? The answer came to me as my thoughts were interrupted by cries of “So Yum, So Wow” from a nearby Big Benny’s machine. This is how the story of Humanity will be told. This corrupt consumerism will be the monument that we leave behind. \n\n• A monument for me to leave behind …\n\n
- mobiGlas_MissingBennysDatapad_Artists_Title=INSTALLATION 3 – IDEATION JOURNAL
- mobiGlas_no_port_selected=No Port Selected
- mobiGlas_notification_shop_sync=Syncing to %S inventory...\n
- mobiGlas_notification_shop_title=mG easyShop
- mobiglas_OutlawThanksPlayer_Sub_Title=Ruto
- mobiglas_OutlawThanksPlayer_Text=What did I tell you? Easy, right? Hack one terminal, and poof, lower crimestat. Seems like we make a pretty good team. Me doing the thinking, you doing the doing. \n\nWho knows, maybe we’ll get the chance to work together again sometime. \n\n-Ruto
- mobiglas_OutlawThanksPlayer_Title=Worked Like a Charm
- mobiGlas_PlayerLoadout_Heading=Customize your personal gear
- mobiGlas_ShipLoadout_Heading=Customize and Maintain Various Vehicle Loadouts
- mobiGlas_ui_addcart=ADD TO CART
- mobiGlas_ui_ApplyChanges=Apply Changes
- mobiglas_ui_Appointment=Appointment
- mobiGlas_ui_AwaitingJournalData=Awaiting Journal Selection
- mobiGlas_ui_AwaitingJournalDescription=Select an available journal entry from the left to view its details.
- mobiGlas_ui_AwaitingSelection=Awaiting Selection...
- mobiGlas_ui_back=BACK
- mobiGlas_ui_balance=CURRENT BALANCE
- mobiglas_ui_BountyHunter=Bounty Hunter
- mobiGlas_ui_buy=BUY NOW
- mobiGlas_ui_cancel=CANCEL
- mobiGlas_ui_CompletedMissionHeader=COMPLETED MISSIONS
- mobiGlas_ui_ContactsDescription=View available contacts and open comm channels
- mobiGlas_ui_ContactsTitle=CommLink
- mobiGlas_ui_ContractType=Contract Type
- mobiGlas_ui_copyright=COPYRIGHT © 2932
- mobiGlas_ui_CreateABeacon=Create a Beacon
- mobiGlas_ui_CreateABeacon_Subtitle=Use the create beacon button above to create a new contract.
- mobiGlas_ui_CreateBeacon_Heading=Create Service Beacon
- mobiGlas_ui_CreateBeacon_SubHeading=Broadcast your own contracts to nearby pilots. First, choose the type of service beacon you wish to create, then specify a location. You can request contracts be taken by only those of a certain rating. Finally, be sure to specify the price of the contract.
- mobiGlas_ui_CreateNew=Create New
- mobiGlas_ui_CrimeStatLabel=Crime Stat
- mobiGlas_ui_CryAstroTitle=Vehicle Maintenance Services
- mobiglas_ui_ECN=ECN Alert
- mobiGlas_ui_EquipmentManager=Equipment Manager
- mobiGlas_ui_feature=FEATURED ITEM
- mobiGlas_ui_Inventory=Inventory
- mobiGlas_ui_InventoryDescription=All equipment and items owned
- mobiGlas_ui_InventorySelectionPlaceholderDescription=Select an item from the left to view its details.
- mobiGlas_ui_InventoryTitle=Inventory
- mobiglas_ui_Investigation=Investigation
- mobiGlas_ui_JournalAudioTextEntry_Added=Journal Audio Entry Added
- mobiGlas_ui_JournalDescription=Latest Journal Entries
- mobiGlas_ui_JournalEntry_Added=Journal Entry Added
- mobiGlas_ui_JournalEntryType_AudioLog=Audio
- mobiGlas_ui_JournalEntryType_TextLog=Message
- mobiGlas_ui_JournalEntryType_VideoLog=Video
- mobiGlas_ui_JournalTitle=Journal
- mobiGlas_ui_JournalVideoTextEntry_Added=Journal Video Entry Added
- mobiGlas_ui_LiveWorksARDescription=Modify ship port equipment.
- mobiGlas_ui_LiveWorksARTitle=LiveWorks AR
- mobiGlas_ui_Loadouts=Loadouts
- mobiglas_ui_Maintenance=Maintenance
- mobiglas_ui_Mercenary=Mercenary
- mobiGlas_ui_Mission_Shared=Contract Shared: %s
- mobiGlas_ui_MissionEvent_Activated=Contract Accepted: %s
- mobiGlas_ui_MissionEvent_Available=Contract Available: %s
- mobiGlas_ui_MissionEvent_Complete=Contract Complete: %s
- mobiGlas_ui_MissionEvent_Deactivate=Contract Withdrawn: %s
- mobiGlas_ui_MissionEvent_Fail=Contract Failed: %s
- mobiGlas_ui_MissionRewardUpdated=Reward Updated: %s
- mobiGlas_ui_MissionType_Defend=Defend
- mobiGlas_ui_MissionType_Delivery=Delivery
- mobiGlas_ui_MissionType_Escort=Escort
- mobiGlas_ui_MissionType_Investigate=Investigate
- mobiGlas_ui_MissionType_Job=Job
- mobiGlas_ui_MissionType_Rescue=Rescue
- mobiGlas_ui_MissionType_Research=Research
- mobiGlas_ui_MissionType_Search=Search
- mobiGlas_ui_MissionType_ServiceBeacon=Service Beacons
- mobiGlas_ui_MissionType_Survival=Survival
- mobiGlas_ui_mobiGlasDescription=Welcome to Your Personalized mobiGlas Network
- mobiGlas_ui_mobiGlasName=mobiGlas
- mobiGlas_ui_mobiGlasNetwork25=mobiGlas Network 2.5
- mobiGlas_ui_MyBeacons=My Beacons
- mobiGlas_ui_MyContractReputation=My Contract Ratings
- mobiGlas_ui_MyRating=My Rating:
- mobiglas_ui_new=New
- mobiGlas_ui_NoBeacons=No Beacons
- mobiGlas_ui_NoBeaconsSubtitle=You currently have no active beacons at this time.
- mobiGlas_ui_NoContractsAvailable=No Contracts Available
- mobiGlas_ui_NoContractsSubtitle=No contracts are available at this time.
- mobiGlas_ui_NoMissionsAvailable=NO MISSIONS AVAILABLE
- mobiGlas_ui_notification_GotoLastInstance=Go to last instance? Press ~action(ui_notification|ui_notification_accept)\n to join or ~action(ui_notification|ui_notification_decline)\n to decline.
- mobiGlas_ui_notification_GotoLastInstance_NotFound=Instance not found.
- mobiGlas_ui_notification_Group_Accepted=%S has accepted your invitation.
- mobiGlas_ui_notification_Group_Created=Group created.
- mobiGlas_ui_notification_Group_Invite=%S has invited you to their group.
- mobiGlas_ui_notification_Group_Invite_Declined=%S has declined your invitation.
- mobiGlas_ui_notification_Group_Invite_Timeout=The invitation you sent to %S has timed out.
- mobiGlas_ui_notification_Group_Member_Joined=%S has joined the group.
- mobiGlas_ui_notification_Group_Member_Kicked=%S has been kicked from the group.
- mobiGlas_ui_notification_Group_Member_Left=%S has left the group.
- mobiGlas_ui_notification_Group_Self_Join=You have joined %S's group.
- mobiGlas_ui_notification_Group_Self_Kicked=You have been kicked from the group.
- mobiGlas_ui_notification_Group_Self_Left=You have left the group.
- mobiGlas_ui_notification_Hangar_Access_Accepted=%S has accepted your hangar invite.
- mobiGlas_ui_notification_Hangar_Access_Granted=%S has granted you access to their hangar. Use the elevator to reach it.
- mobiGlas_ui_notification_Hangar_Access_Revoked=%S has revoked your access to their hangar.
- mobiGlas_ui_notification_Hangar_Access_Title=Hangar invite
- mobiGlas_ui_notification_Party_Accepted=%S has accepted your invitation.
- mobiGlas_ui_notification_Party_Created=Party created
- mobiGlas_ui_notification_Party_Disband=Your party has disbanded.
- mobiGlas_ui_notification_Party_Invite=%S has invited you to their party.
- mobiGlas_ui_notification_Party_Invite_Accepted=
- mobiGlas_ui_notification_Party_Invite_Declined=%S has declined your invitation.
- mobiGlas_ui_notification_Party_Invite_Timeout=The invitation you sent to %S has timed out.
- mobiGlas_ui_notification_Party_Launch=Party launch received from party leader %S. Press ~action(ui_notification|ui_notification_accept)\n to join or ~action(ui_notification|ui_notification_decline)\n to decline.
- mobiGlas_ui_notification_Party_Launch_Accepted=%S has accepted your party launch.
- mobiGlas_ui_notification_Party_Launch_AlreadyInInstance=%S is already in your instance.
- mobiGlas_ui_notification_Party_Launch_Declined=%S has declined your party launch.
- mobiGlas_ui_notification_Party_Launch_Failed=Party launch failed.
- mobiGlas_ui_notification_Party_Launch_Full=Current instance does not have enough room for the party. Press ~action(ui_notification|ui_notification_accept)\n to re-queue for a new instance or ~action(ui_notification|ui_notification_decline)\n to skip.
- mobiGlas_ui_notification_Party_Launch_InstanceNotFound=Party launch failed because instance was not found.
- mobiGlas_ui_notification_Party_Launch_NotInInstance=Party launch failed because you are currently not in an instance.
- mobiGlas_ui_notification_Party_Launch_NotInParty=Party launched failed because your are not in a party.
- mobiGlas_ui_notification_Party_Launch_NotLeader=Party launched failed because you are not the party leader.
- mobiGlas_ui_notification_Party_Launch_Sent=Party launch sent.
- mobiGlas_ui_notification_Party_Member_Joined=%S has joined the party.
- mobiGlas_ui_notification_Party_Member_Kicked=%S has been kicked from the party.
- mobiGlas_ui_notification_Party_Member_Left=%S has left the party.
- mobiGlas_ui_notification_Party_New_Leader=%S is now the party leader.
- mobiGlas_ui_notification_Party_PlayerAlreadyInAParty=%S is already in a party.
- mobiGlas_ui_notification_Party_Self_Join=You have joined %S's party.
- mobiGlas_ui_notification_Party_Self_Kicked=You have been kicked from the party.
- mobiGlas_ui_notification_Party_Self_Left=You have left the party.
- mobiGlas_ui_notification_Party_Title=Party
- mobiGlas_ui_notification_Recovery=Recovery
- mobiGlas_ui_notification_Server_Join=You have joined the Global Chat.
- mobiGlas_ui_ObjectiveEvent_Activated=New Objective: %s
- mobiGlas_ui_ObjectiveEvent_Complete=Objective Complete: %s
- mobiGlas_ui_ObjectiveEvent_Deactivated=Objective Withdrawn: %s
- mobiGlas_ui_ObjectiveEvent_Fail=Objective Failed: %s
- mobiGlas_ui_PlayerLoadoutEquipWarning=All instances of this item are equipped elsewhere. Please choose a location to transfer this item from:
- mobiGlas_ui_PortModifier_CurrentlyEquipped=CURRENTLY EQUIPPED
- mobiGlas_ui_PortModifier_Item_Blocked=ITEM BLOCKED
- mobiGlas_ui_PortModifier_Item_Disabled=DISABLED
- mobiGlas_ui_PortModifier_Item_Pending=ITEM PENDING
- mobiGlas_ui_PortModifier_Label_Item=ITEM:
- mobiGlas_ui_PortModifier_Label_Size=SIZE:
- mobiGlas_ui_PortModifier_Label_Type=TYPE:
- mobiGlas_ui_PortModifier_NoItems=NO ITEMS TO DISPLAY
- mobiGlas_ui_PortModifier_Unattached=None (%i)
- mobiGlas_ui_PrimaryMissionHeader=PRIMARY MISSIONS
- mobiglas_ui_Priority=Priority
- mobiGlas_ui_ProviderRating=Performance Rating
- mobiGlas_ui_ProviderRating_Desc=Your rating in terms of providing contract services.
- mobiGlas_ui_Purchase=PURCHASE
- mobiglas_ui_Race=Racing
- mobiglas_ui_Race_CurrentCheckpoint=Checkpoint
- mobiglas_ui_Race_NextCheckpoint=Next Checkpoint
- mobiGlas_ui_RatingRequirement=Rating Requirement
- mobiGlas_ui_RequestorRating=Employer Rating
- mobiGlas_ui_RequestorRating_Desc=Your rating in terms of requesting contract services.
- mobiGlas_ui_RequiredRating=Required:
- mobiGlas_ui_SaveAndApply=Save Changes and Apply
- mobiGlas_ui_SaveAndEquip=Save Changes and Equip
- mobiGlas_ui_SaveChanges=Save Changes
- mobiGlas_ui_SecondaryMissionHeader=SECONDARY MISSIONS
- mobiGlas_ui_services_confirm=CONFIRM
- mobiGlas_ui_ShipSelectionDescription=Request and Maintain Your Vehicles
- mobiGlas_ui_ShipSelectionTitle=Vehicle Valet
- mobiGlas_ui_shop_Astro_welcome=The latest models and widest selection of brand new ships in the galaxy. From trusted manufacturers like RSI, Origin, Aegis and many more. \nThanks for visiting Astro-Armada.
- mobiGlas_ui_shop_available=NOW AVAILABLE
- mobiGlas_ui_shop_catalog=CATALOG
- mobiGlas_ui_shop_Cubby_header=ARCCORP'S OLDEST WEAPON SHOP
- mobiGlas_ui_shop_Cubby_welcome=Welcome to Cubby Blast. In my shop, you'll find rifles, guns and personal defense of all kinds for your jobs.
- mobiGlas_ui_shop_DDepot_welcome=
- mobiGlas_ui_shop_Dump_testi1=“As soon as I set foot on the ground after landing, Dumper’s Depot is my first stop. I can’t believe how much good scrap they have in there.”
- mobiGlas_ui_shop_Dump_testi2=“Why buy new when you can buy as good as new at Dumpers’ Depot.”
- mobiGlas_ui_shop_Dump_testi3=“I feel like home inside a Dumper’s Depot, I love the smell of engine parts in the morning!”
- mobiGlas_ui_shop_Dump_welcome=WELCOME TO DUMPER'S DEPOT
- mobiGlas_ui_shop_Medical1=medicalUNIT offers immediate, comprehensive and professional healthcare services to get you in your ship as fast as possible. Whether you`re suffering from shattered bones, an outerspace sickness or a chemical burn that requires face reconstruction, we can help you feel better faster with superior medical care. medicalUNIT Urgent Care have several locations in UEE space at your convenience, always close to a public landing pad.
- mobiGlas_ui_shop_Medical2=medicalUNIT, always there for you.
- mobiGlas_ui_shop_options=OPTIONS & PACKAGES
- mobiGlas_ui_shop_viewcatalogbtn=VIEW THE CATALOG
- mobiGlas_ui_ViewContractReputation=View Contract Ratings
- mobiglas_ui_VMA=Vehicle Loadout Manager
- mobiglas_ui_VMA_subtitle=Customize your ship loadout
- mobiGlas_ui_widget_Contact_Add=ADD
- mobiGlas_ui_widget_Contact_Add_Contact=Add as contact
- mobiGlas_ui_widget_Contact_Add_Result_Error_CannotAddItself=You cannot add yourself as a contact!
- mobiGlas_ui_widget_Contact_Add_Result_Error_ListFull=Contact list is full
- mobiGlas_ui_widget_Contact_Add_Result_Error_NoAccountForNickname=Player Handle not found
- mobiGlas_ui_widget_Contact_Add_Result_Error_RelationNotFound=Relation not found
- mobiGlas_ui_widget_Contact_Add_Result_Error_Unknown=An unknown error occured
- mobiGlas_ui_widget_Contact_Add_Result_Error_ValidationFailed=Player has already been added as a contact
- mobiGlas_ui_widget_Contact_Add_Result_Success=Contact added
- mobiGlas_ui_widget_Contact_Add_To_Party=Invite to party
- mobiGlas_ui_widget_Contact_Availability_Away=AWAY
- mobiGlas_ui_widget_Contact_Availability_Dnd=DO NOT DISTURB
- mobiGlas_ui_widget_Contact_Availability_InYourParty=IN YOUR PARTY
- mobiGlas_ui_widget_Contact_Availability_InYourPartyOffline=IN PARTY BUT OFFLINE
- mobiGlas_ui_widget_Contact_Availability_LookingForGame=LOOKING FOR GAME
- mobiGlas_ui_widget_Contact_Availability_Offline=OFFLINE
- mobiGlas_ui_widget_Contact_Availability_Online=ONLINE
- mobiGlas_ui_widget_Contact_Availability_OnlineForFriend=ONLINE FOR FRIEND
- mobiGlas_ui_widget_Contact_Availability_PartyLeader=PARTY LEADER
- mobiGlas_ui_widget_Contact_Confirm=CONFIRM
- mobiGlas_ui_widget_Contact_Hangar_Access_Enabled=// HANGAR ACCESS ENABLED
- mobiGlas_ui_widget_Contact_Hangar_Access_Error=// ERROR
- mobiGlas_ui_widget_Contact_Hangar_Access_Pending=// CHANGE PENDING
- mobiGlas_ui_widget_Contact_Header=CONTACTS
- mobiGlas_ui_widget_Contact_Invite=INVITE
- mobiGlas_ui_widget_Contact_Invite_Sent=INVITE SENT
- mobiGlas_ui_widget_Contact_Invite_To_Hangar=Invite to Hangar
- mobiGlas_ui_widget_Contact_Kick=Kick from party
- mobiGlas_ui_widget_Contact_Leave_Party=Leave Party
- mobiGlas_ui_widget_Contact_Party_Invite_Sent=PARTY INVITATION PENDING
- mobiGlas_ui_widget_Contact_Promote_Leader=Make party leader
- mobiGlas_ui_widget_Contact_Remove=REMOVE
- mobiGlas_ui_widget_Contact_Remove_Contact=Remove Contact
- mobiGlas_ui_widget_Contact_Revoke_Invite=Revoke Invitation
- mobiGlas_ui_widget_Contact_Revoke_Invite_To_Party=Revoke party invitation
- mobiGlas_ui_widget_Contact_Send_Message=Send Private Message
- mobiGlas_ui_widget_Contact_Title=CONTACTS
- mobiGlas_ui_widget_Contact_WaitingForServer=WAITING...
- mobiGlas_ui_widget_Party_Header=PARTY
- mobiglas_Yela_Advisory_Body=***ATTENTION***\n\nA Travel Advisory is in effect for all ships near Yela (Stanton 2c). \n\nAlthough the area is heavily policed by Crusader Security, outlaw groups are currently known to operate in the area and attacks are still possible. The majority of ambushes have been reported in the asteroid field located near Yela. Crusader Security strongly recommends that travelers carefully evaluate the risks to their personal safety, and when possible, avoid travel in the region all together. \n\nThis Travel Advisory authorized by Sasha Rust, Security Director, Crusader Security.
- mobiglas_Yela_Advisory_Title=Yela Travel Advisory
- mtps_destroyprobe_desc_001=MINIMUM QUALIFICATIONS\n* Equivalency degree or equivalent practical experience.\n* 2 years of combined mercenary and security experience with an emphasis on combat piloting.\n* Ability to procure a combat rated ship.\n* Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n* Experience with PDC Monitors.\n* Strong scanning and demolition skills. \n\nABOUT THE JOB\nAt microTech, we aim to foster a contract experience that is collaborative, friendly and fun. We are looking for a detail-oriented pilot who brings an analytical mind to problem solving and deep knowledge of strategic combat solutions to complete this project on time and with few to no errors. \n\nRESPONSIBILITIES\n* Scan the area to locate the ~mission(Contractor|DestroyProbeAmount) that have been preforming illegal surveillance while hidden in microTech controlled space. \n* These so-called "data skimmers" are equipped with security protocols that will attempt to upload their datastores when attacked.\n* Destroy all the skimmers before the upload can complete.\n \nLOCATION\n~mission(Location)
- mtps_destroyprobe_title_001=Illegal Monitors Detected
- mtps_from=MT Protection Services
- MurderSpree_amountreq_001=8
- murderspree_desc=~mission(DistractionKillDescription|Description)
- murderspree_desc_0001=I got a bit of a sob story for you. Year ago to the day, Navy squad came and dusted some of my best. Spaced 'em in the middle of a job with nary a warnin'. Hardly seems right. \n\nNow I'm thinkin' it's about time to settle the score. Heard that there was a level 5 in system and it's too good of a chance to pass up. See, as long as your crimestat's that high, the brave little starmen are gonna be huntin' you down anytime security gets wind of ya. Here's what I say, let 'em. \n\nEvery one of them blues that comes to hunt you, you take them out first. Get ~mission(KillCount) of them and I figure that'll be justice for my crew and a fine payout for you. \n\nOne little bit extra - once you land the first shot, I need you to do it all in a set amount of time: ~mission(KillTime). The same as it took them to wipe us out. Call me sentimental.
- murderspree_desc_0002=Since you're a level 5, I'm assuming you're one crazy bastard. Exactly the type I need to settle a bet I have going. \n\nMy idiot friend says there's no way someone could take out ~mission(KillCount) Navy starmen in ~mission(KillTime). I say that all you need is the right person for the job. Plus, as long as your crimestat stays that high, any security you run into should summon the Navy right to you. Easy pickings. \n\nWhat do you say? Do it and half the winnings are yours. The timer starts as soon as you shoot the first one.\n\n
- murderspree_desc_0003=I'm sure you're aware, but recently the Navy's been trying to clean up Stanton. As someone who's clearly no fan of the law, that's pretty bad for you, and even worse for me. I work for one of the big security firms in the system (not saying which) and all our jobs have dried up since the Navy started taking on a larger role.\n\nWhat I need is a disaster that can prove to the suits with the credits that the Navy aren't the saviors they think they are. \n\nYou're going to be my disaster.\n\nI'll pay you some serious credits to take out ~mission(KillCount) Navy starmen in under ~mission(KillTime). And with your crimestat at level 5, the heroic Navy will show up any time you run into security making it that much simpler. I’ll start the time once the first shot lands. Figure a spree of this magnitude should be enough to scare just about anyone into hiring my firm.
- murderspree_from=~mission(DistractionKillFrom)
- MurderSpree_KillTime_001=60 minutes
- murderspree_obj_display_01=Navy Starmen Killed: %ls
- murderspree_obj_display_02=Time Remaining: %ls
- murderspree_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
- murderspree_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
- murderspree_title=~mission(DistractionKillDescription|Title)
- murderspree_title_0001=Blood for Blood
- murderspree_title_0002=High Stakes
- murderspree_title_0003=Naval Strike
- Name_NesCalloway=Nes Calloway
- Nav_1=OM-1
- Nav_2=OM-2
- Nav_3=OM-3
- Nav_4=OM-4
- Nav_5=OM-5
- Nav_6=OM-6
- Nav_Desc_Shared=Orbital markers for quantum travel navigation around planets and moons.
- Nav_Geodesic=GM
- Nav_Geodesic_Desc_Shared=Geodesic markers for quantum travel navigation to the upper atmosphere of planets and moons.
- NavBeacon_Delamar_LZ_01=Levski
- navitem_advanced=Advanced
- navitem_brow=Brow
- navitem_cheeks=Cheeks
- navitem_crown=Crown
- navitem_ears=Ears
- navitem_eidonomy=Eidonomy
- navitem_eyecolor=Eye Color
- navitem_eyes=Eyes
- navitem_gender=Gender
- navitem_hair=Hair
- navitem_haircolor=Hair Color
- navitem_head=Whole Head
- navitem_jaw=Jaw
- navitem_mouth=Mouth
- navitem_nose=Nose
- navitem_review=Review
- navitem_simple=Simple
- navitem_skin=Skin
- NavPoint_AsteroidNavigation=Asteroid Navigation Test
- NavPoint_AsteroidTurret=Asteroid Turret Field
- NavPoint_BomberVsCapship=Bomber vs CapShip
- NavPoint_CapShipVsCapShip=CapShip vs CapShip
- NavPoint_Escort=Escort Test
- NavPoint_FighterVsCapship=Fighter vs CapShip
- Navpoint_FighterVsFighter=Fighter vs Fighter
- NavPoint_FighterVsFighter_Easy=Fighter vs Fighter Easy
- NavPoint_FighterVsFighter_Hard=Fighter vs Fighter Hard
- NavPoint_FighterVsFighter_Medium=Fighter vs Fighter Medium
- NavPoint_GunShipVsFighter_Easya=GunShip vs Fighter Easy
- NavPoint_GunShipVsFighter_Hard=GunShip vs Fighter Hard
- NavPoint_GunShipVsFighter_Medium=GunShip vs Fighter Medium
- NavPoint_PatrolArea=Patrol Area Test
- NavPoint_QuantumTravel_01=Quantum Travel Test 01
- NavPoint_QuantumTravel_02=Quantum Travel Test 02
- Navpoint_UEEVsVanduul=UEE vs Vanduul
- NB_Plant_Desc_001=Created to be able to survive in near no-light conditions. The resulting altered chlorophyll structure gives the plant its dark coloring and unique woven-like texture. It is hoped that this research will help populate worlds with long night cycles.
- NB_Plant_Desc_002=Related to the colocasia, this plant features enormous broad leaves that are pliable and water resistant making it an ideal plastic substitute on remote worlds. Additionally, its sprawling root structure is an edible starch when cooked.
- NB_Plant_Desc_003=Derived from a Xi'an desert plant, the many ridges along its trunk are ideal for capturing early morning dew in arid climates. The internal storage cells can collect up to a gallon of drinking water a day in the right conditions.
- NB_Plant_Desc_004=The unique fractal structure of the violet curcuma's leaves help convert shorter light-waves into a frequency more suitable for photosynthesis. This allows it to flourish in systems where stars are in the later stages of their life and not producing ideal growth light. Its rhizomes also have culinary and medical uses.
- NB_Plant_Desc_005=The unique leaves of this palm variant show a huge leap in bio-engineering possibilities thanks to their meticulously designed aerodynamic structure that allows the plant to endure hurricane strength winds.
- NB_Plant_Desc_006=This carnivorous plant catches insects with the sticky resin it secretes, allowing it to not only act as an exterminator for unwanted pests, but also survive in severely nitrogen depleted soil.
- NB_Plant_Desc_007=The closely woven structure of the haldor lily's provide them with extreme strength and durability. Suitable for planets plagued with torrential storms or swarming insects, this lily is one of the hardier plants ever fabricated.
- NB_Plant_Desc_008=With a strong, thin trunk, the sky palm was designed to grow on worlds with thicker atmospheres where it would be able to collect more of the available sunlight at high elevations.
- NB_Plant_Desc_009=The thick trunk of this barrel palm tree is able to hold considerable moisture drawn in from the soil offering a possible water conservation solution to settlers living in arid climates.
- NB_Plant_Desc_010=The weaver palm was designed to produce a renewable, strong, lightweight, and flexible material that would serve a variety of purposes for settlers of a new world. Low maintenance and hardy, the plant can grow successfully in a variety of conditions.
- NB_Plant_Desc_011=The designers of this plant wanted to protect it from as many herbivore tactics as possible to ensure that its harvest could reach full maturity undisturbed while leaving it non-toxic. The spikes along the trunk makes climbing difficult, the bark appears diseased and dead, and the leaves contain barbed alkaloids that cause extreme pain with skin contact. DO NOT TOUCH.
- NB_Plant_Desc_012=Designed to be grown in wet soil and marshland, the dracaena pura acts as a natural aquifer, cleaning water as it passes through its root system. The height of the plant helps it distribute the pollutants it collects to a lower toxicity level to which it can successfully cope.
- NB_Plant_Desc_013=When worlds are first being settled, high winds can be a serious issue until enough plant life can take hold. The grand flabellum with its wide leaf structure and deep root system act as erosion breaks helping to protect more delicate plants and structures.
- NB_Plant_Desc_014=The leaves of this plant were crafted by engineers to excrete an oil that serves as a natural insect repellent. It is hoped that by planting it in symbiosis with other more valuable crops that it can serve as a deterrent to harmful pests.
- NB_Plant_Desc_015=Created to help alleviate symptoms caused by other airborne allergens, the pollen from the flight-of-fancy's bright flowers is a natural antihistamine and is capable of blocking histamine receptors. As a bonus, its large broad leaves provide ample shade making them ideal to plant near habitat areas.
- NB_Plant_Desc_General=Genetically crafted by Rayari Inc., the species of plants on display throughout the city will serve to inspire a whole new generation of terrafomational expansion.
- NB_Plant_Name_001=Midnight Calathea
- NB_Plant_Name_002=Sail Casia
- NB_Plant_Name_003=Yellow Puglath
- NB_Plant_Name_004=Violet Curcuma
- NB_Plant_Name_005=Storm Rider Palm
- NB_Plant_Name_006=Elysian Bloom
- NB_Plant_Name_007=Haldor Lily
- NB_Plant_Name_008=Sky Palm
- NB_Plant_Name_009=Barrel Palm
- NB_Plant_Name_010=Weaver Palm
- NB_Plant_Name_011=Fortress Palm
- NB_Plant_Name_012=Dracaena Pura
- NB_Plant_Name_013=Grand Flabellum
- NB_Plant_Name_014=Giboshi Bane
- NB_Plant_Name_015=Flight-of-Fancy
- NB_Plant_Name_General=Growing the Plants of Tomorrow
- NB_Plants_Desc_Separator=Description
- NB_Weather_001=Extreme Cold Temperatures
- NB_Weather_002=Wear Protective Clothing
- NB_Weather_003=Minimize Exposure Time
- NB_Weather_004=Hypothermia Risk High
- NB_Weather_005=Snow Storms Possible
- NB_Weather_Title=WEATHER CONDITIONS
- NewLoadout=New Loadout
- ninetails_assassination_Danger_Easy_001=NineTails Danger Easy placeholder text
- ninetails_assassination_Danger_Hard_001=NineTails Danger Hard placeholder text
- ninetails_assassination_Danger_Intro_001=NineTails Danger Intro placeholder text
- ninetails_assassination_Danger_Medium_001=NineTails Danger Medium placeholder text
- ninetails_assassination_desc_Easy_001=NineTails Title Easy Description placeholder ~mission(Contractor|AssassinationEasyDanger) (Contractor|AssassinationEasyTimed)
- ninetails_assassination_desc_Intro_001=NineTails Title Intro Description placeholder ~mission(Contractor|AssassinationIntroDanger) (Contractor|AssassinationIntroTimed)
- ninetails_assassination_desc_Medium_001=NineTails Title Medium Description placeholder ~mission(Contractor|AssassinationMediumDanger) (Contractor|AssassinationMediumTimed)
- ninetails_assassination_Timed_Easy_001=NineTails Timed Easy placeholder text
- ninetails_assassination_Timed_Intro_001=NineTails Timed Intro placeholder text
- ninetails_assassination_Timed_Medium_001=NineTails Timed Medium placeholder text
- ninetails_assassination_title_Easy_001=NineTails Title Easy placeholder
- ninetails_assassination_title_Intro_001=NineTails Title Intro placeholder
- ninetails_assassination_title_Medium_001=NineTails Title Medium placeholder
- ninetails_steal_Danger_Hard_001=NineTails Steal Hard Danger placeholder text
- ninetails_steal_Desc_Hard_001=NineTails Steal Hard Description placeholder text ~mission(Danger) (Contractor|StealHardTimed)
- ninetails_steal_Timed_Hard_001=NineTails Steal Hard Timed placeholder text
- ninetails_steal_Title_Hard_001=NineTails Steal Hard Title placeholder text
- northrock_boarders_890J_desc_001=An executive client just informed us that their 890 Jump had been intercepted at ~mission(Location) and boarded by outlaws. They would prefer to have this handled privately owing to the sensitive nature of proprietary data that's being stored aboard. \n\nYour first priority will be to clear all outlaws as quickly as possible so that a recovery team can be dispatched to return the ship to the owner. The longer the outlaws have control of the vessel, the higher the chance it will be lost. I recommend you acquire a team for this outing to expedite matters. \n\nNote that thanks to a small contingent of Security Personnel who stayed aboard, all surviving members of the crew were able to flee in an escape craft. The current status of the remaining security is unknown, but just in case, keep an eye out for friendlies when you engage the hostiles.\n\nSecondly, if at all possible, the client is *very* interested in preventing the theft of the aforementioned data. If you are able to stop the theft of their confidential data stores before they are transmitted, a generous bonus will be issued.\n\nNeedless to say, this is a client I would very much like to keep happy. \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_boarders_890J_title_001=URGENT: Boarding Action In Progress
- northrock_bounty_desc_001=Got issued another bounty that we could use you on. This one's for ~mission(TargetName). I don't expect them to go down easy, but that shouldn't be a problem for you. \n\n\nSee that you get it done,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_bounty_desc_002=Your services are needed once again. This time to track and bring down the notorious ~mission(TargetName). Do me a favor and keep it as clean as you can, okay? Might be extra eyes on this one.\n\n\nThanks for handling this,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_bounty_desc_003=Have a bounty for you. ~mission(TargetName). Not the most high-profile collar, but a nasty piece of work nonetheless. Be good for everyone in the system to have this settled.\n\n\nGood luck on the hunt,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_bounty_desc_first=Hey,\n\nHope everything is going all right. I wanted to reach out and introduce myself. I'm a logistics officer for Northrock Service Group, the leading independently-owned security firm operating in the Stanton system today, providing a variety of services to all major governmental bodies as well as various private concerns. The reason I am contacting you is because we believe someone with your skills could be a boon to our clients. \n\nNot only that, but I think we'd be good fit for you. Our contractors traditionally get a higher rate of pay than a lot of our competitors in system, and a lot of them tell me how they really enjoy being tasked with the challenging and interesting work we offer. \n\nNow, Northrock holds itself to such high-standards so before we can make anything official, you'll need to achieve approved contractor status by completing a pro tem contract. I'm thinking I'll start you off collecting the bounty on ~mission(TargetName). \n\nGet that done and we'll see about getting you more work.\n\nHope to hear from you soon, \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_bounty_title_001=Bounty Assignment: ~mission(TargetName|Last)
- northrock_bounty_title_E=Bounty Assignment: ~mission(TargetName|Last) (CS2)
- northrock_bounty_title_first=Pro Tem Bounty Contract
- northrock_bounty_title_H=Bounty Assignment: ~mission(TargetName|Last) (CS4)
- northrock_bounty_title_M=Bounty Assignment: ~mission(TargetName|Last) (CS3)
- northrock_bounty_title_VE=Bounty Assignment: ~mission(TargetName|Last) (CS1)
- northrock_bounty_title_VH=Bounty Assignment: ~mission(TargetName|Last) (CS5)
- northrock_from_001=Northrock Service Group
- northrock_groupbounty_desc_01=Local law just bounced us a group warrant. They're looking for the capture of several individuals wanted in connection with a major heist, aka ~mission(Target1), ~mission(Target2), and ~mission(Target3).\n\nTake care of the lot, and we're looking a fairly sizable payday. \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_groupbounty_desc_02=Advocacy have been hunting down a group believed to be behind a recent convoy hit, but haven't had much luck. Lucky for them, NorthRock is ready to pick up the slack.\n\nWarrant is for:\n- ~mission(Target1)\n- ~mission(Target2)\n- ~mission(Target3)\n\nBe careful when you engage the targets. I don't want any of them slipping the net and costing us credits. \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_groupbounty_desc_03=I feel like you've proven yourself capable, so I think you should be able to handle this group warrant. \n\nWe're sending you out to neutralize ~mission(Target1), ~mission(Target2), and ~mission(Target3). They're most likely not flying together anymore, but at one point they were operating as a pretty cutthroat gang. Racked up quite the hefty felony list before they disbanded.\n\nIt'll be more dangerous trying to bring them all in, but the payout should be worth it.\n\nFly smart,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_groupbounty_title_01=Bounty Assignment: Group Warrant
- northrock_recoverspace_desc_0001=Bit of burner came in. A client of ours got robbed while in transit between systems. Current intel indicates that the job was pulled by a local thug named ~mission(TargetName). Thankfully, they still seem to have the stolen ~mission(Contractor|RecoverSpaceItem) in their possession. \n\nNeed you to track this bastard down, recover the property, and return it to our client at ~mission(Destination). \n\nGood hunting,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_recoverspace_desc_0002=Just got a bit of good news. One of our sources got a tip on some stolen property we've been looking for. Seems that a shady character by the name of ~mission(TargetName) is transporting through the system.\n\nI want you to go find this ~mission(TargetName|Last), recover the stolen ~mission(Contractor|RecoverSpaceItem) and drop it off at ~mission(Destination). \n\nThink you can take care of that?\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_recoverspace_desc_0003=So it seems that some missing ~mission(Contractor|RecoverSpaceItem) just turned up. Guess where? \n\nIn the back of a thief named ~mission(TargetName)'s ship. Don't know if they actually pulled the job or just ended up holding the stuff, but it's going to cost them big time.\n\nYou're going to go hunt ~mission(TargetName|Last) and convince them to give you the stolen property back. Once you've recovered everything, fly it back to ~mission(Destination). We can take it from there. \n\nGo out there and get it done,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
- northrock_recoverspace_title_0001=Property Retrieval
- notification_beacon_accepted_desc=~serviceBeacon(ProviderName) accepted your ~serviceBeacon(ContractType) contract.
- notification_beacon_accepted_title=Beacon Accepted
- notification_beacon_cancelled_desc=Your ~serviceBeacon(ContractType) contract’s cancelled. Please rate your experience.
- notification_beacon_cancelled_title=Beacon Cancelled
- notification_beacon_combatAssist_detected_desc=Combat Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC per minute. Distance: ~serviceBeacon(DistToInitiator).
- notification_beacon_combatAssist_detected_spoofed_desc=Combat Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
- notification_beacon_combatAssist_detected_title=Combat Assist Detected
- notification_beacon_complete_desc=Your ~serviceBeacon(ContractType) contract’s complete.
- notification_beacon_complete_initiator_desc=Your ~serviceBeacon(ContractType) contract’s complete. Please rate ~serviceBeacon(ProviderName).
- notification_beacon_complete_initiator_title=Contract Complete
- notification_beacon_complete_provider_desc=The ~serviceBeacon(ContractType) contract’s complete. Please rate ~serviceBeacon(InitiatorName).
- notification_beacon_complete_provider_title=Contract Complete
- notification_beacon_complete_title=Contract Complete
- notification_beacon_GiveBadRating=Press '%s' to Give Bad Rating
- notification_beacon_GiveGoodRating=Press '%s' to Give Good Rating
- notification_beacon_personalTransport_detected_desc=Transport Request from: ~serviceBeacon(InitiatorName). Transport to ~serviceBeacon(SelectedDestination). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
- notification_beacon_personalTransport_detected_title=Transport Beacon Detected
- notification_beacon_providerArrived_desc=~serviceBeacon(ProviderName) has arrived at your location.
- notification_beacon_providerArrived_title=Provider Arrived
- notification_calibration_onCalibrationCompleted_desc=~quantumLink(PlayerName) has completed calibrating coordinates towards ~quantumLink(SelectedDestination).
- notification_calibration_onCalibrationCompleted_title=Quantum Travel Calibration Complete By ~quantumLink(PlayerName)
- notification_calibration_onCalibrationFailed_desc=~quantumLink(PlayerName) has failed to calibrate coordinates to ~quantumLink(SelectedDestination).
- notification_calibration_onCalibrationFailed_title=Quantum Travel Calibration Cancelled By ~quantumLink(PlayerName)
- notification_calibration_onCalibrationStart_desc=~quantumLink(PlayerName) is starting to calibrate coordinates towards ~quantumLink(SelectedDestination).
- notification_calibration_onCalibrationStart_title=Quantum Travel Calibration Started By ~quantumLink(PlayerName)
- notification_party_member_started_QT_to_you=%s has started to QT to your current location.
- notification_prompt_accept=Press '%s' to Accept
- notification_prompt_decline=Press '%s' to Decline
- notification_prompt_dismiss=Press '%s' to Dismiss
- NPC_Interact_Generic_Talk=Talk
- nrock_bounty_danger_0001=*DELETE THIS* This is a high-class hitter, so expect a fight.
- nrock_bounty_danger_0002=*DELETE THIS* Suspect has a history of violence. Use caution when approaching.
- nrock_bounty_danger_0003=*DELETE THIS* This bounty has been flagged ultra, so exercise extreme caution.
- nrock_bounty_danger_0004=*DELETE THIS* This is a high-risk contract.
- nrock_bounty_desc=*DELETE THIS* ~mission(Description)
- nrock_bounty_desc_0001=*DELETE THIS* Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
- nrock_bounty_desc_0003=*DELETE THIS* WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
- nrock_bounty_desc_first=*DELETE THIS* In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
- nrock_bounty_from=*DELETE THIS* ~mission(Contractor)
- nrock_bounty_from_first=*DELETE THIS* North Rock Security
- nrock_bounty_location_0001=*DELETE THIS* Client will provide target's last known location.
- nrock_bounty_location_0002=*DELETE THIS* If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
- nrock_bounty_location_0003=*DELETE THIS* Target was last seen at Grim HEX.
- nrock_bounty_location_0004=*DELETE THIS* All relevant location data will be provided upon acceptance of bounty.
- nrock_bounty_obj_long_01=*DELETE THIS* Search for bounty at their last known location.
- nrock_bounty_obj_long_02=*DELETE THIS* Find and neutralize ~mission(TargetName).
- nrock_bounty_obj_marker_01=*DELETE THIS* ~mission(TargetName)
- nrock_bounty_obj_marker_02=*DELETE THIS* Neutralize
- nrock_bounty_obj_short_01=*DELETE THIS* Search for Bounty
- nrock_bounty_obj_short_02=*DELETE THIS* Neutralize the Bounty
- nrock_bounty_timed_0001=*DELETE THIS* You will have a very specific window of opportunity. Take them down before they disappear again.
- nrock_bounty_timed_0002=*DELETE THIS* Target will be aware of bounty, so you'll have to move fast.
- nrock_bounty_timed_0003=*DELETE THIS* This contract comes with a timer clause.
- nrock_bounty_title=*DELETE THIS* ~mission(Title)
- nrock_bounty_title_0001=*DELETE THIS* Bounty Target
- nrock_bounty_title_0002=*DELETE THIS* Wanted: ~mission(TargetName)
- nrock_bounty_title_0003=*DELETE THIS* Bounty: ~mission(TargetName)
- nrock_bounty_title_0004=*DELETE THIS* Bounty Issued: ~mission(TargetName)
- nrock_bounty_title_first=*DELETE THIS* Bounty Collection Authorization Assessment
- NVY_CLOTHES=DO NOT USE ------ (NVY) Clothing Items
- Nyx=Nyx System
- Nyx_AsteroidBelt1=Glaciem Ring
- Nyx_AsteroidBelt1_Desc=A dense asteroid belt that lacks resources but is full of places to hide. Delamar, a particularly large asteroid, houses both criminals and a large anti-UEE population. \n
- Nyx_AsteroidBelt2=Keeger Belt
- Nyx_AsteroidBelt2_Desc=A sparse belt located on the edge of the system depleted of resources. \n
- Nyx_Desc=Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and an attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system's asteroid belt.\n
- Nyx_JumpPoint_Bremen=Nyx - Bremen Jump Point
- Nyx_JumpPoint_Bremen_Desc=This jump point connects Nyx to the UEE controlled Bremen system.
- Nyx_JumpPoint_Castra=Nyx - Castra Jump Point
- Nyx_JumpPoint_Castra_Desc=This jump point connects Nyx to the UEE controlled Castra system.
- Nyx_JumpPoint_Odin=Nyx - Odin Jump Point
- Nyx_JumpPoint_Odin_Desc=This jump point connects Nyx to the UEE controlled Odin system.
- Nyx_JumpPoint_Pyro=Nyx - Pyro Jump Point
- Nyx_JumpPoint_Pyro_Desc=This jump point connects Nyx to the Pyro system.
- Nyx_JumpPoint_Tohil=Nyx - Tohil Jump Point
- Nyx_JumpPoint_Tohil_Desc=This jump point connects Nyx to the UEE controlled Tohil system.
- Nyx_JumpPoint_Virgil=Nyx - Virgil Jump Point
- Nyx_JumpPoint_Virgil_Desc=This jump point connects Nyx to the Vanduul controlled Virgil system.
- Nyx_Star=Nyx
- Nyx_Star_Desc=
- Nyx1=Nyx I
- Nyx1_Desc=Nyx I is a coreless world that has been mined clean. \n
- Nyx2=Nyx II
- Nyx2_Desc=A high-pressure atmosphere and thick clouds of acid and carbon dioxide make Nyx II not worth terraforming. \n
- Nyx3=Nyx III
- Nyx3_Desc=Nyx III is an ice giant that lacks a breathable atmosphere or any valuable minerals. \n
- OPAL_SKY_ITEMS=DO NOT USE ------ (OPS) OPAL SKY -- FEMALE ITEMS
- openbounty_desc=~mission(Contractor|OpenBountyDescription)
- openbounty_from=~mission(Contractor|OpenBountyFrom)
- openbounty_obj_long_01=Locate CrimeStat rated criminals and neutralize any encountered.
- openbounty_obj_short_01=Total Criminals Neutralized: ~mission(TotalNeutralizedCrimeStatAll)
- openbounty_subobj_01a=CrimeStat 1's Neutralized: ~mission(TotalNeutralizedCrimeStat1)
- openbounty_subobj_01b=CrimeStat 2's Neutralized: ~mission(TotalNeutralizedCrimeStat2)
- openbounty_subobj_01c=CrimeStat 3's Neutralized: ~mission(TotalNeutralizedCrimeStat3)
- openbounty_subobj_01d=CrimeStat 4's Neutralized: ~mission(TotalNeutralizedCrimeStat4)
- openbounty_subobj_01e=CrimeStat 5's Neutralized: ~mission(TotalNeutralizedCrimeStat5)
- openbounty_title=~mission(Contractor|OpenBountyTitle)
- Oso=Oso System
- Oso_Desc=The most advanced primitive species ever discovered by the UEE lives in the Oso System and is a source of endless fascination for scientists. Because the native species is so advanced, the UEE has built Observation Base Chimera to monitor traffic in the system. \n
- Oso_JumpPoint_Castra=Oso - Castra Jump Point
- Oso_JumpPoint_Castra_Desc=This jump point connects Oso to the Castra system.
- Oso_JumpPoint_Kallis=Oso - Kallis Jump Point
- Oso_JumpPoint_Kallis_Desc=This jump point connects Oso to the Kallis system which is protected by the Fair Chance Act.
- Oso_JumpPoint_Pyro=Oso - Pyro Jump Point
- Oso_JumpPoint_Pyro_Desc=This jump point connects Oso to the unclaimed Pyro system.
- Oso_Star=Oso
- Oso_Star_Desc=A class-F main sequence star.
- Oso1=Oso I
- Oso1_Desc=This tidally locked planet features a lightside that is a churning sea of lava while its darkside is a cold, stark iron-rich landscape.
- Oso2=Oso II
- Oso2_Desc=The planet has a lush biosphere and breathable atmosphere that would make it ideal for Human habitation if it weren't for the discovery of the Osonians. This multi-limbed, primitive creature is one of many unusual species found to inhabit the Fair Chance Act protected world.
- Oso3=Oso III
- Oso3_Desc=This gas giant is believed to have been a rogue Jupiter that was pulled into orbit around Oso's star. It is slightly green and white in color due to silicate clouds.
- Oso4=Oso IV
- Oso4_Desc=A planet lacking both a core and an atmosphere. While initial scans showed its surface was rich in minerals, recent scans show those reserves much depleted causing speculation that miners have found their way past the UEE patrols in the system.
- Oso5=Oso V
- Oso5_Desc=An ice giant with a highly lethal atmosphere of ammonia vapor.
- Oso6=Oso VI
- Oso6_Desc=A rocky dwarf planet completely lacking in resources.
- Out_of_Quantum_fuel=Quantum Fuel Depleted
- outlawsweep_combatpay_0001=In addition to the standard contract payment, there will be a bonus issued for each combatant you successfully neutralize.
- outlawsweep_combatpay_0002=Unfortunately, we've been unable to determine the size of the force you'll be up against, but will issue you Hazard Pay for each hostile you manage to deal with successfully.
- outlawsweep_combatpay_0003=I've also been cleared to issue Hazard Pay that scales for each outlaw you take care of.
- outlawsweep_combatpay_0004=And to preemptively answer your question, yes, in addition to the normal flat fee there will be Hazard Pay issued for each hostile you clear from the site.
- OutlawSweep_desc=~mission(Description)
- outlawsweep_desc_0001=Word has just arrived that a group associated with the notorious ~mission(Client) gang has been spotted at ~mission(Location). While their intentions remain uncertain, we can all agree that it is too dangerous to allow them to carry out whatever misdeeds they are hoping to accomplish. \n\nCrusader is forming a combat response team ASAP. Grab whatever gear you'll need and head over to ~mission(Location) on the double. ~mission(CombatPay)And please, try to be safe!\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- outlawsweep_desc_0002=Outlaws identified as members of the ~mission(Client) have been seen infilitrating a ~mission(Location). We've been after these particular bad eggs for a while now, so as you can imagine ~mission(Contractor) is pretty eager to assemble a team to deal with them. ~mission(CombatPay)\n\nIf you're interested, grab whatever gear you'll need and get going. It'd be great if we could settle this whole thing as quickly and safely as possible.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
- outlawsweep_desc_0003=Armed members of a local criminal outfit, the ~mission(Client), were seen at ~mission(Location). We can only assume their intentions are hostile so a small team is being assembled to go and clear them out. ~mission(CombatPay) \n\nNow, since we don't want them to give us the slip, figured it would be wise to contact all operators in the area, regardless of skill or track record. If you're available — and I'm assuming you are — hurry up and grab your equipment. These ~mission(Client) are well overdue for their day of reckoning.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- outlawsweep_desc_0004=Moments ago, we received a tip that several members of the ~mission(Client) outlaw organization were reported at ~mission(Location). It's vital that we stop them before they can commit any more criminal acts.\n\nTo that end, we're assembling a squad of armed and trained operators to go in and secure the site. ~mission(CombatPay)Contractors are expected to provide their own transportation and weapons. I feel like shouldn't have to say that, but you'd be surprised how many so-called 'professionals' accept a contract thinking they can borrow some from us. Next thing you'll know they'll be asking us to squeeze the trigger for them too. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
- OutlawSweep_from=~mission(Contractor)
- outlawsweep_obj_long_01=Travel to the site where the hostiles have been spotted.
- outlawsweep_obj_long_02=Clear site of hostiles.
- outlawsweep_obj_long_03=Combat and eliminate hostiles to collect Hazard Pay.
- outlawsweep_obj_marker_01=Hostiles
- outlawsweep_obj_marker_02=Hostile
- outlawsweep_obj_short_01=Travel To Site
- outlawsweep_obj_short_02=Clear All Hostiles
- outlawsweep_obj_short_03=Hazard Pay Bonus
- OutlawSweep_title=~mission(Title)
- outlawsweep_title_0001=Known Criminals Sighted
- outlawsweep_title_0002=Criminal Activity in Progress
- outlawsweep_title_0003=Wanted Criminals Spotted
- outlawsweep_title_0004=Report of Hostile Activity
- Outpost_CleanUp_desc=We've got an outpost on Daymar that is currently occupied by some rather unsavory characters. We need someone to... "clean up" there if you catch my drift.
- Outpost_CleanUp_from=A worried outpost owner
- Outpost_CleanUp_Marker_01=Outpost
- Outpost_CleanUp_Objective_01=Get to the outpost
- Outpost_CleanUp_Objective_02=Neutralize threats
- Outpost_CleanUp_title=Outpost "clean up" required
- outpost_repair_desc=~mission(Description)
- outpost_repair_desc_0001=Hey, we're having some power issues at one our outpost structures and could really use a qualified electrical technician to bring and install a replacement unit. ~mission(Timed)Thanks.
- outpost_repair_desc_0002=Not sure if it was the recent weather conditions or if it's simply normal wear and tear, but one of our buildings is having severe power issues. Looking to hire a tech to come assess the problem and perform any maintenance required. ~mission(Timed)You are expected to coordinate your own travel as well as bring any replacement parts needed.
- outpost_repair_desc_0003=A building at ~mission(Destination) requires maintenance due to power related issues and a technician is needed to execute the onsite repairs. Please make sure to bring any supplies or replacement parts needed with you, as we will not be able to provide any. ~mission(Timed)
- outpost_repair_desc_0004=Any experience with power conduits, outposts, or general electrical maintenance? If so, then you might be perfect to help us sort a problem we've been having at ~mission(Destination). Need a self-starter type to acquire any necessary replacement materials and then complete any and all repairs required. ~mission(Timed)Payment upon completion. You are expected to cover your own incidentals.
- outpost_repair_desc_0005=Okay, this is getting seriously frustrating. We've been trying to handle this electrical problem at ~mission(Destination) ourselves and nothing seems to fix it. Guess it's time to admit that the we may need outside help. We are hoping to find someone who can provide the replacement parts needed and help us figure this out once and for all. ~mission(Timed)
- outpost_repair_desc_0006=In search of a someone to bring and install a replacement battery at ~mission(Destination). ~mission(Timed)Prior experience with this sort of thing is a plus. Note that the moon where we are located may have different gravity conditions than you are accustomed to working in.
- outpost_repair_from=~mission(Contractor)
- outpost_repair_obj_long_01=Acquire replacement battery needed to repair the outpost.
- outpost_repair_obj_long_02=Go to the repair site at ~mission(Destination).
- outpost_repair_obj_long_03=Restore power to ~mission(Destination) with the replacement battery.
- outpost_repair_obj_marker_01=Battery
- outpost_repair_obj_marker_02=Repair Site
- outpost_repair_obj_marker_03=Replace Battery
- outpost_repair_obj_short_01=Acquire Battery Replacement
- outpost_repair_obj_short_02=Go To Repair Site
- outpost_repair_obj_short_03=Restore the Power
- outpost_repair_timed_0001=We are in a big hurry to get this sorted. Anything you could do to speed things along is appreciated.
- outpost_repair_timed_0002=This is a pretty urgent request as we can't work at full capacity until the problem is fixed.
- outpost_repair_timed_0003=The longer this problem goes unaddressed, the bigger of an issue it's becoming. Would be great to see this taken care of sooner than later.
- outpost_repair_timed_0004=We have a few pressing deadlines coming up, so we are looking at a pretty big headache if this isn't taken care of as soon as possible.
- outpost_repair_timed_0005=Now, we don't want you to rush or do sloppy work or anything, but if there is any way of speeding things along, that would help us out immensely.
- outpost_repair_title=~mission(Title)
- outpost_repair_title_0001=Outpost Repair
- outpost_repair_title_0002=Onsite Repair & Installation
- outpost_repair_title_0003=Electrical Issues
- outpost_repair_title_0004=Power Problems
- outpost_repair_title_0005=Electrical Technician Needed
- outpost_repair_title_0006=Repair Technician Wanted
- outpost_repair_title_0007=Repair Request
- Oxygen_Screen_Dispense_001=wip claim oxygen
- Oxygen_Screen_Dispensing_001=wip Dispensing oxygen
- Oxygen_Screen_Refilling_001=wip refilling oxygen
- Pacheco_convo_GetMissions=Do you have any work?
- Pacheco_convo_Invited=I got your message. Have something for me?
- Pacheco_convo_NeverMind=Never mind.
- panel_call=CALL
- panel_close=CLOSE
- panel_down=DOWN
- panel_lock=LOCK
- panel_open=OPEN
- panel_up=UP
- pause_ChromaticAberration=Chromatic Aberration
- pause_CommsWizard_CameraSetup=Camera Setup
- pause_CommsWizard_FeedUnavailable=Feed Unavailable
- pause_CommsWizard_FPS=FPS
- pause_CommsWizard_HeadtrackingSetup=Head Tracking Setup
- pause_CommsWizard_Recording=Recording
- pause_CommsWizard_SelectCamera=Select A Video Recording Device
- pause_CommsWizard_SelectHeadtrackingSource=Select A Head Tracking Source
- pause_CommsWizard_SelectMicrophone=Select An Audio Recording Device
- pause_CommsWizard_SetMicrophoneVolume=Set Audio Recording Volume
- pause_CommsWizard_Test=Test Microphone
- pause_CommsWizard_VoiceSetup=Audio Communication Setup
- pause_FilmGrain=Film Grain
- pause_ForegroundMainMenuButtonAc=ARENA COMMANDER
- pause_ForegroundMainMenuButtonBack=RESUME
- pause_ForegroundMainMenuButtonEA=ELECTRONIC ACCESS
- pause_ForegroundMainMenuButtonExit=QUIT GAME
- pause_ForegroundMainMenuButtonExitToMenu=EXIT TO MENU
- pause_ForegroundMainMenuButtonFrontend=Frontend
- pause_ForegroundMainMenuButtonHangar=GO TO HANGAR
- pause_ForegroundMainMenuButtonOptions=OPTIONS
- pause_ForegroundMainMenuButtonReturnToGame=RETURN TO GAME
- pause_ForegroundMainMenuButtonTutorial=BASIC TRAINING
- pause_ForegroundMainMenuButtonUniverse=UNIVERSE
- pause_ForegroundMainMenuScreenDesc=
- pause_ForegroundMainMenuScreenName=MAIN MENU
- pause_ForegroundOptionMenuButtonApply=APPLY
- pause_ForegroundOptionMenuButtonAudio=AUDIO
- pause_ForegroundOptionMenuButtonBack=BACK
- pause_ForegroundOptionMenuButtonCommsSettings=COMMS, FOIP & HEAD TRACKING
- pause_ForegroundOptionMenuButtonControls=CONTROLS
- pause_ForegroundOptionMenuButtonGameSettings=GAME SETTINGS
- pause_ForegroundOptionMenuButtonGraphics=GRAPHICS
- pause_ForegroundOptionMenuButtonKeyBinding=KEYBINDINGS
- pause_ForegroundOptionMenuButtonOption=Option Test
- pause_ForegroundOptionMenuButtonReset=RESET
- pause_ForegroundOptionMenuScreenDesc=
- pause_ForegroundOptionMenuScreenName=OPTIONS MENU
- pause_FullscreenWindowed=Fullscreen Windowed
- pause_KeybindingConfirmPopUpTitle=That input is already used by the following. Is this OK?
- pause_MotionBlur=Motion Blur
- pause_No=No
- pause_OptionChangeWaitPopUpText=The new option value is being applied
- pause_OptionChangeWaitPopUpTextRevert=Do you want to keep this new value? The change will automatically be reverted in %i %s
- pause_OptionChangeWaitPopUpTitle=PLEASE WAIT
- pause_OptionChangeWaitPopUpTitleRevert=OPTION VALUE APPLIED
- PAUSE_OPTIONS_HIGH=High
- PAUSE_OPTIONS_LOW=Low
- PAUSE_OPTIONS_MEDIUM=Medium
- PAUSE_OPTIONS_VERY_HIGH=Very High
- pause_OptionsABToggle=Afterburn Toggle
- pause_OptionsAudioCameraShakeStrength=Audio-Driven Camera Shake Strength
- pause_OptionsAudioFullShipVerbosity=Full
- pause_OptionsAudioHighShipVerbosity=High
- pause_OptionsAudioIgnoreWindowFocus=Play Audio when Game in Background
- pause_OptionsAudioLowShipVerbosity=Low
- pause_OptionsAudioMediumShipVerbosity=Medium
- pause_OptionsAudioPanningRule=Device Optimization
- pause_OptionsAudioPanningRuleHeadphones=Headphones
- pause_OptionsAudioPanningRuleSpeakers=Speakers
- pause_OptionsAudioShipVerbosityOff=Off
- pause_OptionsAutoZoomOnSelectedTarget=Auto Zoom On Selected Target - Enabled
- pause_OptionsAutoZoomOnSelectedTargetStrength=Auto Zoom On Selected Target - Max Zoom Level
- pause_OptionsBrakeBoost=Space Brake Uses Boost
- pause_OptionsBrightness=Brightness
- pause_OptionsCalibrate=Calibrate
- pause_OptionsCalibrateFOIP=Faceware - Calibrate FOIP (Camera must be connected!)
- pause_OptionsCalibrateFOIPDesc=Recalibrates the camera when FaceWare is being used.
- pause_OptionsCinematicCameras=Cinematic Cameras
- pause_OptionsCockpitAudioSubtitles=Cockpit Audio Subtitles
- pause_OptionsComstabDefaultOn=Flight - Comstab Defaults On
- pause_OptionsContextualDialogSubtitles=Contextual Dialog Subtitles
- pause_OptionsContrast=Contrast
- pause_OptionsCoupledDefaultOn=Flight - Coupled Mode Defaults On
- pause_OptionsCoupledToggle=Flight - Coupled Mode Toggle
- pause_OptionsCrouchToggle=Crouch Toggle
- pause_OptionsDefaultConvergenceDistance=Weapons - Default Convergence Distance
- pause_OptionsDisableGsafeBoost=Flight - Disable GSafe When Boosting
- pause_OptionsDisableVOIP=Disable VOIP
- pause_OptionsDynamicRange=Dynamic Range
- pause_OptionsEnableCombatMusic=Combat Music
- pause_OptionsEnableDirectThrottle=Enable Direct Throttle
- pause_OptionsEnableFOIP=Faceware - Enable FOIP (Facial tracking)
- pause_OptionsEnableFOIPDesc=Enables facial tracking via FaceWare technology. A web cam must be connected.
- pause_OptionsEnableRaceCommentary=Race Mode Commentary
- pause_OptionsFacewareNotRecommended=CPU intense!
- pause_OptionsFacewareRecommended=Recommended
- pause_OptionsFlashSoundVolume=Flash Video Sound Volume
- pause_OptionsFlightESP=Flight Targeting E.S.P.
- pause_OptionsFlightProximityAssist=Enable Flight Proximity Assist
- pause_OptionsFlightProximityAssistEnabled=Flight - Proximity Assist Defaults On
- pause_OptionsFlightReticleLeadPips=Targeting - Use Lead PIPs
- pause_OptionsFlightSpeedLimiterDefaultOn=Flight - Speed Limiter Defaults On
- pause_OptionsFoIPCamera=Faceware - Camera Selection
- pause_OptionsFoIPCameraMode=Faceware - Camera Device (* = recommended, prefer MJPG!)
- pause_OptionsFoIPCameraModeDesc=Allows you to select the camera plus resolution and FPS. Entries below 30 fps, below 320 pixels width or above 1920 pixels width are excluded. The higher resolution and fps are, the more of a performance impact you will see.
- pause_OptionsFoIPCameraRotation=Faceware - Camera Rotation
- pause_OptionsFOIPEnableFreeLook=Enable Free Look
- pause_OptionsFOIPEnableFreeLookOnlyWhileSeated=Enable Free Look Only When Seated
- pause_OptionsFoipPreoptimization=Faceware - Pre-Optimize (turning it off will be slow!)
- pause_OptionsFoipPreoptimizationDesc=Renders the image down before face tracking is executed
- pause_OptionsFoipRotation_0=No rotation
- pause_OptionsFoipRotation_180=180 degrees
- pause_OptionsFoipRotation_270=270 degrees
- pause_OptionsFoipRotation_90=90 degrees
- pause_OptionsFOV=Field Of View
- pause_OptionsFullAudioDynamicRange=Full Range
- pause_OptionsFullscreen=Fullscreen
- pause_OptionsGamma=Gamma
- pause_OptionsGForceHeadBobScale=G-Force Induced Head Movement
- pause_OptionsGsafeDefaultOn=Flight - GSafe Defaults On
- pause_OptionsHangar=Hangar
- pause_OptionsHeadMotionShake=Third Person Traversal Camera Shake
- pause_OptionsHeadtrackingEnableRoll=Head Tracking - Enable Rolling (seated only!)
- pause_OptionsHeadTrackingFaceWareDeadzone=Faceware - Head Tracking Threshold (degrees)
- pause_OptionsHeadTrackingFaceWareSmoothing=Faceware - Head Tracking Smoothing Speed
- pause_OptionsHeadTrackingHoldUseRaw=Head Tracking - Hold - Use raw device input (ignores calibrate)
- pause_OptionsHeadTrackingInactivityTime=Head Tracking - Disable after x seconds of missing device input
- pause_OptionsHeadTrackingPitchMaxAngle=Faceware - Head Tracking Max Angle - Pitch
- pause_OptionsHeadTrackingPitchMultiplier=Faceware - Head Tracking Multiplier - Pitch
- pause_OptionsHeadTrackingPitchSensitivity=Faceware - Head Tracking Sensitivity - Pitch
- pause_OptionsHeadTrackingRollMaxAngle=Faceware - Head Tracking Max Angle - Roll
- pause_OptionsHeadTrackingRollMultiplier=Faceware - Head Tracking Multiplier - Roll
- pause_OptionsHeadTrackingRollSensitivity=Faceware - Head Tracking Sensitivity - Roll
- pause_OptionsHeadtrackingSource=Head Tracking - Source
- pause_OptionsHeadtrackingSourceDisabled=Disabled - No source
- pause_OptionsHeadtrackingSourceEyeX=EyeX
- pause_OptionsHeadtrackingSourceFaceware=FaceWare (FOIP must be enabled!)
- pause_OptionsHeadtrackingSourceHeadTracker=Proprietary Device (TrackIR, etc.)
- pause_OptionsHeadtrackingSourceHMD=HMD
- pause_OptionsHeadtrackingSourceTrackIR=TrackIR
- pause_OptionsHeadtrackingToggleAutoCalibrate=Head Tracking - Toggle - Auto Recalibrate On Use
- pause_OptionsHeadtrackingToggleDisableDuringIM=Head Tracking - Toggle - Disable during Interaction Mode
- pause_OptionsHeadtrackingToggleDisableDuringMobiGlas=Head Tracking - Toggle - Disable during MobiGlas
- pause_OptionsHeadtrackingToggleDisableDuringSeat=Head Tracking - Toggle - Disable while seated
- pause_OptionsHeadtrackingToggleDisableDuringWalking=Head Tracking - Toggle - Disable during FPS
- pause_OptionsHeadtrackingToggleEnabled=Head Tracking - Toggle - Enabled
- pause_OptionsHeadtrackingToggleType=Head Tracking Behaviour when toggle is enabled
- pause_OptionsHeadTrackingToggleUseRaw=Head Tracking - Toggle - Use raw device input (ignores calibrate)
- pause_OptionsHeadtrackingTypeAlways=Always
- pause_OptionsHeadtrackingTypeSeatsOnly=Seats only
- pause_OptionsHeadTrackingYawMaxAngle=Faceware - Head Tracking Max Angle - Yaw
- pause_OptionsHeadTrackingYawMultiplier=Faceware - Head Tracking Multiplier - Yaw
- pause_OptionsHeadTrackingYawSensitivity=Faceware - Head Tracking Sensitivity - Yaw
- pause_OptionsInteractionHighlightMode=Highlighting Mode
- pause_OptionsInteractionHighlightModeAlways=Always
- pause_OptionsInteractionHighlightModeInIM=Interaction Mode
- pause_OptionsInteractionToggle=Interaction Mode Toggle
- pause_OptionsInvertController=Invert Controller
- pause_OptionsInvertFlightController=Invert Flight Controller
- pause_OptionsInvertFlightMouse=Invert Flight Mouse
- pause_OptionsInvertMouse=Invert Mouse
- pause_OptionsLeanToggle=Lean Toggle
- pause_OptionsLevelActivatedVoiceTx=Enable Level-Activated Voice Transmission
- pause_OptionsLookAheadAimCursor=Look Ahead Experimental - Strength - Aiming Cursor
- pause_OptionsLookAheadAutoTargetTrackEnabled=Look Ahead Experimental - Automatically Look At Selected Target
- pause_OptionsLookAheadConfigForward=Look Ahead Experimental - Strength - Forward vector
- pause_OptionsLookAheadConfigHorizonAlignment=Look Ahead Experimental - Strength - Horizon Head Alignment
- pause_OptionsLookAheadConfigHorizonLookAt=Look Ahead Experimental - Strength - Horizon
- pause_OptionsLookAheadConfigRoll=Look Ahead Experimental - Strength - Roll into turns
- pause_OptionsLookAheadConfigTarget=Look Ahead Experimental - Strength - Look At Target
- pause_OptionsLookAheadConfigVelocityVector=Look Ahead Experimental - Strength - Velocity vector
- pause_OptionsLookAheadConfigYawPitch=Look Ahead Experimental - Strength - Look into turns
- pause_OptionsLookAheadEnabled=Look Ahead Enabled
- pause_OptionsLookAheadJumpPointTunnel=Look Ahead Experimental - Strength - Jump point tunnel
- pause_OptionsLookAheadType=Look Ahead Type
- pause_OptionsLookAheadTypeDefault=Experimental
- pause_OptionsLookAheadTypeLegacy=Legacy
- pause_OptionsManualGimbalFreeLook=Flight - Weapons - Manual Gimbal Behavior during Free Look
- pause_OptionsManualGimbalFreeLookForceSlaveToLook=Force Using Look Direction
- pause_OptionsManualGimbalFreeLookForceSlaveToVjoy=Force Using to VJoy
- pause_OptionsManualGimbalFreeLookSameAsDefault=No change
- pause_OptionsMediumAudioDynamicRange=Medium Range
- pause_OptionsMicrophoneDevice=Microphone Device (* OS Default, ! unplugged)
- pause_OptionsMicrophoneVolume=Microphone Volume
- pause_OptionsMinimumAudioDynamicRange=Minimum Range
- pause_OptionsMouseAcceleration=Mouse Acceleration
- pause_OptionsMouseADSSensitivity=ADS Sensitivity
- pause_OptionsMouseSensitivity=Mouse Sensitivity
- pause_OptionsMouseSmoothing=Mouse Smoothing
- pause_OptionsMusicVolume=Music Volume
- pause_OptionsMuteMicrophone=Mute Microphone
- pause_OptionsProneToggle=Prone Toggle
- pause_OptionsQuality=Quality
- pause_OptionsResolution=Resolution
- pause_OptionsSCMsafeDefaultOn=Flight - SCM Safety Defaults On
- pause_OptionsShake=Global Camera Shake
- pause_OptionsShipComputerSpeechVolume=Ship Computer Speech Volume
- pause_OptionsShipComputerVerbosity=Ship Computer Verbosity
- pause_OptionsShowHints=Show Hints
- pause_OptionsSimulationAnnouncerVolume=Simulation Announcer Volume
- pause_OptionsSoundEffectsVolume=Sound Effects Volume
- pause_OptionsSpeakerVolume=VOIP Audio Volume
- pause_OptionsSpeechVolume=Speech Volume
- pause_OptionsSpeedLimiterDefaultOn=Speed Limiter Defaults On
- pause_OptionsSpeedThrottleMode=Default Movement Speed Select On
- pause_OptionsSprintToggle=Sprint Toggle
- pause_OptionsTemporalSupersampling=Temporal Supersampling
- pause_OptionsThrustInvertToggle=Flight - HOTAS Thrust Invert Toggle
- pause_OptionsUseOperatingSystemMicrophone=Use Operating System Default
- pause_OptionsVibration=Vibration
- pause_OptionsVJoySizePitch=VJoy - Size Pitch (degrees)
- pause_OptionsVJoySizeYaw=VJoy - Size Yaw (degrees)
- pause_OptionsVoiceLevelOffThreshold=Voice Level Off Threshold (dB)
- pause_OptionsVoiceLevelOnThreshold=Voice Level On Threshold (dB)
- pause_OptionsVOIPVolume=VOIP receive / output Volume
- pause_OptionsWeaponsAutoPreferred=Flight - Weapons - Gimbal Auto - Defaults On If Available
- pause_OptionsWeaponsFixedIsDefault=Flight - Weapons - Gimbal Fixed - Defaults On
- pause_OptionsZoomMultiplier=Zoom Multiplier Scale
- pause_OptionsZoomMultiplierToggle=Zoom Multiplier
- pause_OptionsZoomToggle=Aim Down Sights Toggle
- pause_PopupExitToMenuDesc=Leave this level and return to the main menu?
- pause_PopupHangarExitDesc=Are you sure that you want to go to your Hangar?
- pause_PopupHangarExitTitle=Go to Hangar
- pause_PopupMenuExitToMenuTitle=Exit to Menu
- pause_Sharpening=Sharpening
- pause_SubtitlesEnabled=Subtitles Enabled
- pause_VSync=VSync
- pause_WeaponAimAutoLockChase=Snap Aim Pip To Target
- pause_WeaponGimbalLockToggle=Weapon Gimbal Lock Defaults On
- pause_Yes=Yes
- pause_zoomSpeed=Star Map Zoom Speed
- PBay_01=PB_01
- PBay_02=PB_02
- PIT_ACFlightSystems=Flight Systems
- PIT_ACPlayerActions=Player
- PIT_ACShipSystems=Ship Systems
- PIT_Actions=Actions
- PIT_ACVehicleSystems=Vehicle
- PIT_ACWeaponSelection=Weapon Selection
- PIT_ACWeaponSystems=Weapon Systems
- PIT_Back=Back
- PIT_Cannot_drop_green_zone=Commodities cannot be dropped in Green Zones.
- PIT_CarryPrevious=Carry previous
- PIT_Combstab=Comstab
- PIT_Decoupled=Decoupled
- PIT_Eject=Eject
- PIT_Emote=Emote
- PIT_Emote_Agree=Agree
- PIT_Emote_Come=Come
- PIT_Emote_Cry=Cry
- PIT_Emote_Dance=Dance
- PIT_Emote_Disagree=Disagree
- PIT_Emote_Flex=Flex
- PIT_Emote_Point=Point
- PIT_Emote_Salute=Salute
- PIT_Emote_Sit=Sit
- PIT_EquipPrevious=Equip previous
- PIT_Exit_seat=Exit seat
- PIT_Flight=Flight Options
- PIT_GSafe=GSafe
- PIT_HeldItem=Held Item
- PIT_Inventory=Inventory
- PIT_Inventory_EVA_Thrusters=Toggle EVA thrusters
- PIT_Inventory_Flashlight=Toggle flashlight
- PIT_Inventory_Helmet=Toggle helmet
- PIT_ItemActions=Item Actions
- PIT_Knife=Knife
- PIT_Landing=Landing System
- PIT_Lights=Lights
- PIT_Mobiglas=Mobiglas
- PIT_More=More
- PIT_Quantum=Quantum Drive System
- PIT_Scan=Scan Mode
- PIT_Self_Destruct=Self Destruct
- PIT_Weapon=Weapon
- PIT_Weapon_Gadget=Gadget
- PIT_Weapon_Gadget_Area_Denial=Area denial
- PIT_Weapon_Gadget_Decoy=Decoy
- PIT_Weapon_Gadget_Deployable_Shield=Deployable shield
- PIT_Weapon_Gadget_Medipen=MedPen
- PIT_Weapon_Gadget_Multi_Tool=Multi-Tool
- PIT_Weapon_Holster=Holster
- PIT_Weapon_Knife=Knife
- PIT_Weapon_Primary=Primary
- PIT_Weapon_Secondary=Secondary
- PIT_Weapon_Sidearm=Sidearm
- PIT_Wingman=Wingman
- PIT_Wingman_Attack=Attack
- PIT_Wingman_Attack_My_Target=My target
- PIT_Wingman_Attack_Search_Destroy=Search and destroy
- PIT_Wingman_Defend=Defend
- PIT_Wingman_Defend_Me=Me
- PIT_Wingman_Defend_My_Location=My location
- PIT_Wingman_Defend_My_Target=My target
- PIT_Wingman_Fly=Fly
- PIT_Wingman_Fly_Break_Away=Break away
- PIT_Wingman_Fly_Go_Dark=Go dark
- PIT_Wingman_Fly_Hold_Position=Hold position
- PIT_Wingman_Fly_In_Formation=In formation
- PIT_Wingman_Fly_Scramble=Scramble
- PIT_Wingman_Fly_Stay_Close=Stay close
- PIT_Wingman_Report=Report
- PIT_Wingman_Report_Ship_Status=Ship status
- PIT_Wingman_Report_Threat=Threat
- PIT_Wingman_Retreat=Retreat
- PIT_Wingman_Weapons=Weapons
- PIT_Wingman_Weapons_Conserve_Missiles=Conserve missiles
- PIT_Wingman_Weapons_Do_Not_Engage=Do not engage
- PIT_Wingman_Weapons_Free_Missiles=Free missiles
- PIT_Wingman_Weapons_Free_To_Engage=Free to engage
- planetcollect_drug_danger_0001=Try to keep a low profile. Things have been heating up around here enough as is.
- planetcollect_drug_danger_0002=If you run into any trouble during the run, I'm trusting you can handle yourself.
- planetcollect_drug_danger_0003=Word of warning. From what I hear, security's been increasing their presence in the area. Take the appropriate precautions.
- planetcollect_drug_danger_0004=I'm not expecting anything, but if security does show their face, take care of it.
- planetcollect_drug_danger_0005=I'm expecting you to keep the drop on the lowburn. Don't want any heat on this.
- planetcollect_drug_desc=~mission(Description)
- planetcollect_drug_desc_0001=Looks like the ~mission(Client) got a ~mission(Item) shipment that needs to be picked up from ~mission(Location) and taken to ~mission(Destination). ~mission(Timed) ~mission(Danger)
- planetcollect_drug_desc_0002=A ~mission(Item) shipment needs to be snagged for the ~mission(Client). The order's waiting at ~mission(Location). Once you got it, drop it at ~mission(Destination). ~mission(Timed) ~mission(Danger)
- planetcollect_drug_desc_0003=The ~mission(Client) want a shipment of ~mission(Item) grabbed from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed) ~mission(Danger)
- planetcollect_drug_desc_0004=Need someone I can trust to pick up some ~mission(Item) from ~mission(Location) and take the package to ~mission(Destination). ~mission(Timed) ~mission(Danger)
- planetcollect_drug_desc_0005=If someone's going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed) ~mission(Danger)
- planetcollect_drug_desc_0006=Here's the deal, the ~mission(Client) need a shipment of ~mission(Item) from ~mission(Location). Once you got it, drop it off at ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_drug_desc_0007=You need credits? I need someone to grab ~mission(Item) from ~mission(Location). Easy right? Just take the package to ~mission(Destination) and everybody'll be happy. ~mission(Timed)And just to be perfectly clear, you screw with me on this and you're gonna regret it.
- planetcollect_drug_desc_0008=If anybody out there's been looking for an excuse to visit ~mission(Location), this is your lucky day! The ~mission(Client) need their ~mission(Item) picked up and taken to ~mission(Destination). Pretty sweet deal, right? ~mission(Timed)~mission(Danger)
- planetcollect_drug_desc_0009=The ~mission(Client) have a bunch of ~mission(Item) they need brought to ~mission(Destination). If you go to ~mission(Location) and pick it up, there's some creds in it for your trouble. ~mission(Timed)
- planetcollect_drug_desc_0010=Need a runner. ~mission(Timed)Got a package waiting at ~mission(Location) ready to be brought to ~mission(Destination). ~mission(Danger)
- planetcollect_drug_desc_0011=got ~mission(Item) 2 move. U pick up. take 2 ~mission(Destination). ~mission(Client) pay u all da creds!!!!
- planetcollect_drug_desc_0012=NEED DRUGS. BRING THEM TO ME.
- planetcollect_drug_desc_0013=Got a whole crapton of ~mission(Item) just sitting at ~mission(Location) waiting to be picked up. ~mission(Timed)~mission(Danger)
- planetcollect_drug_from=~mission(Contractor)
- planetcollect_drug_obj_Display_Pickup_legal=pickup from ~mission(Location)
- planetcollect_drug_obj_long_01=Go to ~mission(Location) to pickup the ~mission(Item).
- planetcollect_drug_obj_long_02=Grab the crate with the ~mission(Item).
- planetcollect_drug_obj_long_03=Deliver the goods to ~mission(Destination).
- planetcollect_drug_obj_marker_01=Pickup Site
- planetcollect_drug_obj_marker_02=Product
- planetcollect_drug_obj_marker_03=Delivery Drop Off
- planetcollect_drug_obj_short_01=Go To Pickup Site
- planetcollect_drug_obj_short_02=Pick Up Product
- planetcollect_drug_obj_short_03=Deliver the Goods
- planetcollect_drug_timed_0001=You're gonna be on a clock for this, so move quick.
- planetcollect_drug_timed_0002=Need this done quick, so don't mess around.
- planetcollect_drug_timed_0003=Clients need this delivered pronto, so don't be late.
- planetcollect_drug_timed_0004=The ~mission(Client) need this fast, so make sure you're not late.
- planetcollect_drug_timed_0005=Clock's tickin' on this one.
- planetcollect_drug_title=~mission(Title)
- planetcollect_drug_title_0001=Runner Needed
- planetcollect_drug_title_0002=Package Delivery
- planetcollect_drug_title_0003=Pick Up Needed
- planetcollect_drug_title_0004=Delivery Job. No Questions.
- planetcollect_drug_title_0005=Hot Drop
- planetcollect_drug_title_0006=Grab and Drop
- planetcollect_drugs_002=
- planetcollect_food_desc=~mission(Description)
- planetcollect_food_desc_0001=~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_food_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
- planetcollect_food_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
- planetcollect_food_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_food_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
- planetcollect_food_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)
- planetcollect_food_desc_0007=This job's your basic run of the mill delivery contract. Pick up point is ~mission(Location) and the drop off is ~mission(Destination). You'd be delivering some ~mission(Item). Whole thing's pretty much what you'd expect. ~mission(Timed)
- planetcollect_food_from=~mission(Contractor)
- planetcollect_food_obj_long_01=Go to ~mission(Location) to pick up cargo.
- planetcollect_food_obj_long_02=Pick up ~mission(Item) shipment.
- planetcollect_food_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_food_obj_marker_01=Pickup Site
- planetcollect_food_obj_marker_02=Cargo
- planetcollect_food_obj_marker_03=Delivery Drop Off
- planetcollect_food_obj_short_01=Go To Pickup Site
- planetcollect_food_obj_short_02=Pick Up Cargo
- planetcollect_food_obj_short_03=Deliver the Cargo
- planetcollect_food_timed_0001=These are perishable, so speed is important.
- planetcollect_food_timed_0002=The cargo's perishable, so the shipping deadline must be observed.
- planetcollect_food_timed_0003=The delivery has a hard deadline since the cargo is perishable.
- planetcollect_food_timed_0004=Timing is going to be important since this is perishable cargo.
- planetcollect_food_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time.
- planetcollect_food_timed_0006=The ~mission(Item) are expected to arrive while they're still fresh. Please respect the deadline.
- planetcollect_food_title=~mission(Title) (~mission(Item))
- planetcollect_food_title_0001=Cargo Transport Needed
- planetcollect_food_title_0002=Delivery
- planetcollect_food_title_0003=Shipment Transport
- planetcollect_food_title_0004=Cargo Delivery
- planetcollect_food_title_0005=Delivery Ready For Pick Up
- planetcollect_food_title_0006=Scheduled Shipment
- planetcollect_food_title_0007=Delivery Needed
- planetcollect_food_title_0008=Delivery Opportunity
- planetcollect_food_title_0009=Delivery Request
- planetcollect_illegalwaste_desc=~mission(Description)
- planetcollect_illegalwaste_desc_0001=I need you to pick up ~mission(Item) and get rid of it. ~mission(Timed)Don't give a crap where you take it as long as it's off-world and no one ever finds it. ~mission(Stops)
- planetcollect_illegalwaste_desc_0002=I don't know what happened, and I don't really care, but someone made a pretty big mess and it needs to be cleaned up. We're looking for someone discrete to make ~mission(Item) vanish off-world. Pretty simple. It's not like I'm asking you to ~mission(FakeOut). ~mission(Stops)~mission(Timed)
- planetcollect_illegalwaste_desc_0003=Just got an urgent comm from some people I used to run with. They're not saying much but it sounds like they had a pretty serious 'accident.' Want someone to take care of dumping ~mission(Item) off-world. ~mission(Stops)I'd plan on getting your ship's cargo bay washed when this is done. ~mission(Timed)
- planetcollect_illegalwaste_desc_0004=Got a request for a cleaner. There's ~mission(Item) wrapped up and ready to drag off-world, just need a ship to take it somewhere that security won't think to look. ~mission(Stops)And don't even think about opening it up. Whatever's in there is better left sealed up. ~mission(Timed)
- planetcollect_illegalwaste_desc_0005=Best part of our line of work? You never know what you're going to be doing one day to the next. Take today for instance. Today you're going to be making ~mission(Item) disappear off-world. ~mission(Stops)~mission(Timed)How 'bout that? Who knows what you'll be doing tomorrow, right?
- planetcollect_illegalwaste_desc_0006=I need you to ~mission(FakeOut) ... Ha! Wouldn't that be awesome? Kidding aside, I need you to grab ~mission(Item) and dump it off-world. ~mission(Timed) ~mission(Stops)Thanks.
- planetcollect_illegalwaste_fakeout_0001=rob the Prime Central Core Bank
- planetcollect_illegalwaste_fakeout_0002=kidnap the Imperator
- planetcollect_illegalwaste_fakeout_0003=steal a Bengal
- planetcollect_illegalwaste_fakeout_0004=infiltrate the Advocacy headquarters
- planetcollect_illegalwaste_fakeout_0005=eliminate the Syndicate
- planetcollect_illegalwaste_from=~mission(Contractor)
- planetcollect_illegalwaste_item_0001=some leftover chemicals
- planetcollect_illegalwaste_item_0002=a bunch of toxic sludge
- planetcollect_illegalwaste_item_0003=some by-product
- planetcollect_illegalwaste_item_0004=some waste
- planetcollect_illegalwaste_item_0005=a bunch of trash
- planetcollect_illegalwaste_item_0006=some garbage or whatever
- planetcollect_illegalwaste_item_0007=an ex-employee
- planetcollect_illegalwaste_item_0008=a corpse
- planetcollect_illegalwaste_item_0009=a body
- planetcollect_illegalwaste_obj_long_01=Go to the collection site to pick up ~mission(Item).
- planetcollect_illegalwaste_obj_long_02=Collect the 'trash' for removal.
- planetcollect_illegalwaste_obj_long_03=Take the 'trash' and dump off-world.
- planetcollect_illegalwaste_obj_long_Location01=Go to ~mission(Location01|Address) and collect ~mission(Item).
- planetcollect_illegalwaste_obj_long_Location02=Go to ~mission(Location02|Address) and collect ~mission(Item).
- planetcollect_illegalwaste_obj_long_main_01=Remove the waste from the collection sites
- planetcollect_illegalwaste_obj_makrer_03=Dispose of 'Trash'
- planetcollect_illegalwaste_obj_marker_01=Collection Site
- planetcollect_illegalwaste_obj_short_01=Go To Collection Site
- planetcollect_illegalwaste_obj_short_02=Collect the 'Trash'
- planetcollect_illegalwaste_obj_short_03=Dump 'Trash' Off-World
- planetcollect_illegalwaste_obj_short_03a='Trash'
- planetcollect_illegalwaste_stops_0001=Do this one thing and you get paid.
- planetcollect_illegalwaste_stops_0002=That's all you gotta do. One stop. One drop.
- planetcollect_illegalwaste_stops_0003=I'll send you the location for the pickup.
- planetcollect_illegalwaste_stops_0004=Make sure you got room. This'll be a couple stops.
- planetcollect_illegalwaste_stops_0005=Since you'll be out there, I figure you can clean up a few other messes while you're at it.
- planetcollect_illegalwaste_stops_0006=There are a few other stops I'll need you to make as well.
- planetcollect_illegalwaste_timed_0001=Not a lot of time on this. Puts everyone at risk the longer it sits out there.
- planetcollect_illegalwaste_timed_0002=They're expecting this to be taken care of right away. Not sure why it's so urgent, but it's not really any of my business.
- planetcollect_illegalwaste_timed_0003=Get a move on, too. Quicker it's done, the quicker they can get back to business as usual.
- planetcollect_illegalwaste_timed_0004=They need this sorted out, so see if you can hurry it up, okay?
- planetcollect_illegalwaste_title=~mission(Title)
- planetcollect_illegalwaste_title_0001=Big Dump
- planetcollect_illegalwaste_title_0002=Wasted
- planetcollect_illegalwaste_title_0003=Clean Up
- planetcollect_illegalwaste_title_0004=Cleaner Needed
- planetcollect_illegalwaste_title_0005=Messy Situation
- planetcollect_illegalwaste_title_0006=Magic Trick
- planetcollect_legal_desc=~mission(Description)
- planetcollect_legal_desc_0001=Attention Available Pilots: ~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_legal_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
- planetcollect_legal_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
- planetcollect_legal_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_legal_desc_0005=If someone is going to be near ~mission(Location), I need ~mission(Item) picked up and taken to ~mission(Destination). ~mission(Timed)
- planetcollect_legal_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)
- planetcollect_legal_desc_0007=This job from ~mission(Client) is your basic run of the mill delivery contract. Pick up point is ~mission(Location) and the drop off is ~mission(Destination). You'd be transporting some ~mission(Item). Whole thing's pretty much what you'd expect. ~mission(Timed)
- planetcollect_legal_desc_0008=Just got a pick up scheduled by ~mission(Client) -\n\nTO: ~mission(Contractor)\nFROM: ~mission(Client)\n'We've got ~mission(Item) that we'd like picked up and taken to ~mission(Destination). ~mission(Timed)Thanks!'\n\nNeed a ship near ~mission(Location) to handle the delivery. Competitive rates. Previous courier or delivery experience a plus.
- planetcollect_legal_desc_0009=Seems that ~mission(Client) is eager to ship ~mission(Item) from ~mission(Location) and have contracted for a delivery. ~mission(Timed)The order is headed to ~mission(Destination). Plan accordingly.
- planetcollect_legal_desc_0010=Got word that ~mission(Client) is looking to hire a ship to deliver an order of ~mission(Item) from ~mission(Location) to ~mission(Destination). ~mission(Timed)Pay is non-negotiable. Ship is expected to provide own insurance.
- planetcollect_legal_from=~mission(Contractor)
- planetcollect_legal_obj_display_drop_legal=Deliver ~mission(Item) to ~mission(Destination)
- planetcollect_legal_obj_Display_Pickup_legal=Pick Up from ~mission(Location)
- planetcollect_legal_obj_long_01=Go to ~mission(Location) to pick up cargo.
- planetcollect_legal_obj_long_02=Pick up shipment of ~mission(Item).
- planetcollect_legal_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_legal_obj_marker_01=Pickup Site
- planetcollect_legal_obj_marker_02=Cargo
- planetcollect_legal_obj_marker_03=Delivery Drop Off
- planetcollect_legal_obj_short_legal_01=Go To Pickup Site
- planetcollect_legal_obj_short_legal_02=Pick Up Cargo
- planetcollect_legal_obj_short_legal_03=Deliver the ~mission(Item)
- planetcollect_legal_title=~mission(Title) (~mission(Item))
- planetcollect_legal_title_0001=Cargo Transport Needed
- planetcollect_legal_title_0002=Delivery
- planetcollect_legal_title_0003=Shipment Transport
- planetcollect_legal_title_0004=Cargo Delivery
- planetcollect_legal_title_0005=Delivery Ready For Pick Up
- planetcollect_legal_title_0006=Scheduled Shipment
- planetcollect_legal_title_0007=Delivery Needed
- planetcollect_legal_title_0008=Delivery Opportunity
- planetcollect_legal_title_0009=Delivery Request
- planetcollect_meds_danger_0001=Please use caution since the ~mission(Item) are rated hazardous.
- planetcollect_meds_danger_0002=Be aware that this order has a biohazard rating.
- planetcollect_meds_danger_0003=Caution will be needed as the cargo is rated biohazardous.
- planetcollect_meds_desc=~mission(Description)
- planetcollect_meds_desc_0001=~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Danger)~mission(Timed)
- planetcollect_meds_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)~mission(Danger)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
- planetcollect_meds_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Danger)~mission(Timed)
- planetcollect_meds_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_meds_desc_0005=If someone's going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_meds_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)\n~mission(Danger)
- planetcollect_meds_from=~mission(Contractor)
- planetcollect_meds_obj_long_01=Go to ~mission(Location) to pick up cargo.
- planetcollect_meds_obj_long_02=Pick up shipment of ~mission(Item).
- planetcollect_meds_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_meds_obj_marker_01=Pickup Site
- planetcollect_meds_obj_marker_02=Cargo
- planetcollect_meds_obj_marker_03=Delivery Drop Off
- planetcollect_meds_obj_short_01=Go To Pickup Site
- planetcollect_meds_obj_short_02=Pick Up Cargo
- planetcollect_meds_obj_short_03=Deliver the Cargo
- planetcollect_meds_timed_0001=The ~mission(Item) are perishable, so speed is important.
- planetcollect_meds_timed_0002=The cargo's perishable, so the shipping deadline must be observed.
- planetcollect_meds_timed_0003=The delivery has a hard deadline since the cargo is perishable.
- planetcollect_meds_timed_0004=Timing is going to be important since this is perishable cargo.
- planetcollect_meds_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time.
- planetcollect_meds_timed_0006=This is an emergency rush order with a tight deadline.
- planetcollect_meds_timed_0007=This is a rush order since some sick people's lives are counting on getting the ~mission(Item) in time.
- planetcollect_meds_timed_0008=~mission(Client) made it clear that this is a bit of an emergency, so they're expecting the ~mission(Item) to reach them before the deadline.
- planetcollect_meds_title=~mission(Title) (~mission(Item))
- planetcollect_meds_title_0001=Cargo Transport
- planetcollect_meds_title_0002=Delivery
- planetcollect_meds_title_0003=Shipment Transport
- planetcollect_meds_title_0004=Cargo Delivery
- planetcollect_meds_title_0005=Delivery Ready For Pick Up
- planetcollect_meds_title_0006=Scheduled Shipment
- planetcollect_meds_title_0007=Delivery Needed
- planetcollect_meds_title_0008=Delivery Opportunity
- planetcollect_meds_title_0009=Delivery Request
- planetcollect_ore_desc=~mission(Description)
- planetcollect_ore_desc_0001=~mission(Client) has a shipment of ~mission(Item) that needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_ore_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). The order needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_ore_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
- planetcollect_ore_desc_0004=Need someone to pick up some ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_ore_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
- planetcollect_ore_desc_0006=Delivery Order from ~mission(Client) - \nPick up ~mission(Item) from ~mission(Location). \nTransport to ~mission(Destination). \n~mission(Timed)
- planetcollect_ore_desc_0007=Looking to hire a ship to deliver an order from ~mission(Location) to ~mission(Destination). ~mission(Timed)Pay is non-negotiable. Ship is expected to provide own insurance.
- planetcollect_ore_from=~mission(Contractor)
- planetcollect_ore_obj_long_01=Go to ~mission(Location) to pick up cargo.
- planetcollect_ore_obj_long_02=Pick up shipment of ~mission(Item).
- planetcollect_ore_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_ore_obj_marker_01=Pick Up Site
- planetcollect_ore_obj_marker_02=Cargo
- planetcollect_ore_obj_marker_03=Delivery Drop Off
- planetcollect_ore_obj_short_01=Go To Pickup Site
- planetcollect_ore_obj_short_02=Pick Up Cargo
- planetcollect_ore_obj_short_03=Deliver Cargo
- planetcollect_ore_timed_0001=~mission(Client) said it was a rush job, so you'll need to move fast.
- planetcollect_ore_timed_0002=~mission(Client) needs this stuff ASAP, so you'll have to move.
- planetcollect_ore_timed_0003=This is a rush order, so you need to move quick.
- planetcollect_ore_timed_0004=The delivery has a hard deadline, so keep that in mind.
- planetcollect_ore_timed_0005=This order has a required delivery time.
- planetcollect_ore_timed_0006=You'll have to hurry with this one. ~mission(Client) need it by a specific time.
- planetcollect_ore_timed_0007=Please be aware that this contract has a firm deadline.
- planetcollect_ore_title=~mission(Title) (~mission(Item))
- planetcollect_ore_title_0001=Cargo Transport Needed
- planetcollect_ore_title_0002=Delivery
- planetcollect_ore_title_0003=Shipment Transport
- planetcollect_ore_title_0004=Cargo Delivery
- planetcollect_ore_title_0005=Delivery Ready For Pick Up
- planetcollect_ore_title_0006=Scheduled Shipment
- planetcollect_ore_title_0007=Delivery Needed
- planetcollect_ore_title_0008=Delivery Opportunity
- planetcollect_ore_title_0009=Delivery Request
- planetcollect_oresamp_009=Delivery Drop Off
- planetcollect_oresamp_desc=~mission(Description)
- planetcollect_oresamp_desc_0001=~mission(Client) has a shipment of ~mission(Item) that needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_oresamp_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). The order needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_oresamp_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
- planetcollect_oresamp_desc_0004=Need someone to pick up some ~mission(Item) that ~mission(Client) has waiting at ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_oresamp_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
- planetcollect_oresamp_desc_0006=Delivery Order from ~mission(Client) - \nPick up ~mission(Item) from ~mission(Location). \nTransport to ~mission(Destination). \n~mission(Timed)
- planetcollect_oresamp_desc_0007=Looking to hire a ship to deliver an order from ~mission(Location) to ~mission(Destination). ~mission(TimedPay) is non-negotiable. Ship is expected to provide own insurance.
- planetcollect_oresamp_desc_0008=Just got an pick up scheduled by ~mission(Client) -\n\nTO: ~mission(Contractor)\nFROM: ~mission(Client)\n'We have a crate with ~mission(Item) that we need taken to ~mission(Destination). ~mission(Timed)Thanks!'\n\nNeed a ship in the area to handle the delivery. Competitive rates. Previous courier or delivery experience a plus.
- planetcollect_oresamp_from=~mission(Contractor)
- planetcollect_oresamp_location_0001=their facility on Daymar
- planetcollect_oresamp_location_0002=their outpost on Daymar
- planetcollect_oresamp_location_0003=their refinery on Daymar
- planetcollect_oresamp_location_0004=their facility on Yela
- planetcollect_oresamp_location_0005=their outpost on Yela
- planetcollect_oresamp_location_0006=their refinery on Yela
- planetcollect_oresamp_location_0007=their facility on Cellin
- planetcollect_oresamp_location_0008=their outpost on Cellin
- planetcollect_oresamp_location_0009=their refinery on Cellin
- planetcollect_oresamp_obj_long_01=Go to ~mission(Location) to pick up cargo.
- planetcollect_oresamp_obj_long_02=Pick up ~mission(Item) shipment.
- planetcollect_oresamp_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_oresamp_obj_marker_01=Pickup Site
- planetcollect_oresamp_obj_marker_02=Cargo
- planetcollect_oresamp_obj_short_01=Go To Pickup Site
- planetcollect_oresamp_obj_short_02=Pick Up Cargo
- planetcollect_oresamp_obj_short_03=Deliver the Cargo
- planetcollect_oresamp_title=~mission(Title) (~mission(Item))
- planetcollect_oresamp_title_0001=Cargo Transport Needed
- planetcollect_oresamp_title_0002=Delivery
- planetcollect_oresamp_title_0003=Shipment Transport
- planetcollect_oresamp_title_0004=Cargo Delivery
- planetcollect_oresamp_title_0005=Delivery Ready For Pick Up
- planetcollect_oresamp_title_0006=Scheduled Shipment
- planetcollect_oresamp_title_0007=Delivery Needed
- planetcollect_oresamp_title_0008=Delivery Opportunity
- planetcollect_oresamp_title_0009=Delivery Request
- planetcollect_research_danger_0001=Please use caution since the ~mission(Item) are rated hazardous.
- planetcollect_research_danger_0002=Be aware that this order has a biohazard rating.
- planetcollect_research_danger_0003=Caution will be needed as the cargo is rated biohazardous.
- planetcollect_research_desc=~mission(Description)
- planetcollect_research_desc_0001=~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Danger)~mission(Timed)
- planetcollect_research_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)~mission(Danger)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
- planetcollect_research_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Danger)~mission(Timed)
- planetcollect_research_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_research_desc_0005=If someone's going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_research_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)\n~mission(Danger)
- planetcollect_research_from=~mission(Contractor)
- planetcollect_research_obj_long_01=Go to ~mission(Location) to pick up cargo.
- planetcollect_research_obj_long_02=Pick up shipment of ~mission(Item).
- planetcollect_research_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_research_obj_marker_01=Pickup Site
- planetcollect_research_obj_marker_02=Cargo
- planetcollect_research_obj_marker_03=Delivery Drop Off
- planetcollect_research_obj_short_01=Go To Pickup Site
- planetcollect_research_obj_short_02=Pick Up Cargo
- planetcollect_research_obj_short_03=Deliver Cargo
- planetcollect_research_timed_0001=The ~mission(Item) are perishable, so speed is important.
- planetcollect_research_timed_0002=The cargo's perishable, so the shipping deadline must be observed.
- planetcollect_research_timed_0003=The delivery has a hard deadline since the cargo is perishable.
- planetcollect_research_timed_0004=Timing is going to be important since this is perishable cargo.
- planetcollect_research_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time.
- planetcollect_research_timed_0006=This is an emergency rush order with a tight deadline.
- planetcollect_research_timed_0007=This is a rush order since some sick people's lives are counting on getting the ~mission(Item) in time.
- planetcollect_research_timed_0008=~mission(Client) made it clear that this is a bit of an emergency, so they're expecting the ~mission(Item) to reach them before the deadline.
- planetcollect_research_title=~mission(Title) (~mission(Item))
- planetcollect_research_title_0001=Cargo Transport Needed
- planetcollect_research_title_0002=Delivery
- planetcollect_research_title_0003=Shipment Transport
- planetcollect_research_title_0004=Cargo Delivery
- planetcollect_research_title_0005=Delivery Ready For Pick Up
- planetcollect_research_title_0006=Scheduled Shipment
- planetcollect_research_title_0007=Delivery Needed
- planetcollect_research_title_0008=Delivery Opportunity
- planetcollect_research_title_0009=Delivery Request
- planetcollect_seeds_desc=~mission(Description)
- planetcollect_seeds_desc_0001=Got a job from ~mission(Client) that needs to get done. A shipment of ~mission(Item) needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
- planetcollect_seeds_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
- planetcollect_seeds_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
- planetcollect_seeds_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
- planetcollect_seeds_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
- planetcollect_seeds_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)
- planetcollect_seeds_desc_0007=This job's your basic run of the mill delivery contract. Pick up point is ~mission(Location) and the drop off is ~mission(Destination). You'd be transporting some ~mission(Item). Whole thing's pretty much what you'd expect. ~mission(Timed)
- planetcollect_seeds_desc_0008=Some farmers are eager to get their hands on some of the fancy ~mission(Item) that ~mission(Location) makes and have contracted for a delivery. ~mission(Timed)The order is headed to ~mission(Destination). Plan accordingly.
- planetcollect_seeds_from=~mission(Contractor)
- planetcollect_seeds_obj_long_01=Go to ~mission(Location).
- planetcollect_seeds_obj_long_02=Pick up shipment of ~mission(Item) from site.
- planetcollect_seeds_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- planetcollect_seeds_obj_marker_01=Pickup Site
- planetcollect_seeds_obj_marker_02=Cargo
- planetcollect_seeds_obj_marker_03=Delivery Drop Off
- planetcollect_seeds_obj_short_01=Go To Pickup Site
- planetcollect_seeds_obj_short_02=Pick Up Cargo
- planetcollect_seeds_obj_short_03=Deliver the Cargo
- planetcollect_seeds_timed_0001=These are perishable, so speed is important.
- planetcollect_seeds_timed_0002=The cargo's perishable, so the shipping deadline must be observed.
- planetcollect_seeds_timed_0003=The delivery has a hard deadline since the cargo is perishable.
- planetcollect_seeds_timed_0004=Timing is going to be important since this is perishable cargo.
- planetcollect_seeds_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time.
- planetcollect_seeds_timed_0006=The ~mission(Item) are expected to arrive while they're still fresh. Please respect the deadline.
- planetcollect_seeds_title=~mission(Title) (~mission(Item))
- planetcollect_seeds_title_0001=Cargo Transport Needed
- planetcollect_seeds_title_0002=Delivery
- planetcollect_seeds_title_0003=Shipment Transport
- planetcollect_seeds_title_0004=Cargo Delivery
- planetcollect_seeds_title_0005=Delivery Ready For Pick Up
- planetcollect_seeds_title_0006=Scheduled Shipment
- planetcollect_seeds_title_0007=Delivery Needed
- planetcollect_seeds_title_0008=Delivery Opportunity
- planetcollect_seeds_title_0009=Delivery Request
- planetcollect_steal_danger_0001=Try to keep a low profile. Things have been heating up around here enough as is.
- planetcollect_steal_danger_0002=If you run into any trouble, I'm trusting you can handle yourself.
- planetcollect_steal_danger_0003=Word of warning. Security's been increasing their presence in the area. Take the appropriate precautions.
- planetcollect_steal_danger_0004=I'm not expecting any trouble, but if security does show up, take care of it.
- planetcollect_steal_danger_0005=I'm expecting you to keep the drop on the low. Don't want any heat on this.
- planetcollect_steal_desc=~mission(Description)
- planetcollect_steal_desc_0001=The ~mission(Client) got a ~mission(Item) they want grabbed from ~mission(Location) and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_steal_desc_0002=A certain ~mission(Item) at ~mission(Location) needs to be snagged for the ~mission(Client). ~mission(Danger)Once you got the ~mission(Item), drop it at ~mission(Destination). ~mission(Timed)
- planetcollect_steal_desc_0003=The ~mission(Client) are looking to relocate a valuable ~mission(Item). Grab it from ~mission(Location), deliver it to ~mission(Destination), and they'll make sure you get fairly compensated. ~mission(Timed)~mission(Danger)
- planetcollect_steal_desc_0004=Lookin' for a trustworthy soul to acquire a ~mission(Item) from ~mission(Location) and take it to ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_steal_desc_0005=If you're looking for something to do, the ~mission(Client) need a ~mission(Item) grabbed from ~mission(Location) and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_steal_desc_0006=Here's the deal, the ~mission(Client) need a specific ~mission(Item) from ~mission(Location). Once you acquire it, drop it off at ~mission(Destination). ~mission(Timed)~mission(Danger)
- planetcollect_steal_desc_0007=How does earnin' a bunch of credits sound? All you got to do is grab a ~mission(Item) from ~mission(Location). Pretty cherry deal, right? Just take it to ~mission(Destination) and everybody'll be happy. ~mission(Timed)~mission(Danger)And just to be perfectly clear, you screw with me on this, you're gonna regret it.
- planetcollect_steal_desc_0008=Any operators out there got a little extra time on their hands? Looking for someone to head to ~mission(Location). The ~mission(Client) need a ~mission(Item) picked up and taken to ~mission(Destination). Should be straightforward enough. ~mission(Timed)
- planetcollect_steal_desc_0009=The ~mission(Client) have a ~mission(Item) they need brought to ~mission(Destination). If you go to ~mission(Location) and pick it up, there's some creds in it for your trouble. ~mission(Timed)~mission(Danger)
- planetcollect_steal_desc_0010=Listen up. ~mission(Timed)There's a package waiting at ~mission(Location) ready to be brought to ~mission(Destination). ~mission(Danger)
- planetcollect_steal_desc_0011=U get ~mission(Item). U take 2 ~mission(Destination). all the creds!! CREDS TIMES A BILLION. do it! ~mission(Client) = super legit
- planetcollect_steal_desc_0012=plz gib ~mission(Item) to ~mission(Client). ~mission(Location) has. take to ~mission(Destination). will pay.
- planetcollect_steal_from=~mission(Contractor)
- planetcollect_steal_obj_long_01=Head to ~mission(Location) to pick up the goods.
- planetcollect_steal_obj_long_02=Acquire the ~mission(Item).
- planetcollect_steal_obj_long_03=Deliver the goods to ~mission(Destination).
- planetcollect_steal_obj_marker_01=Pickup Site
- planetcollect_steal_obj_marker_02=Goods
- planetcollect_steal_obj_marker_03=Delivery Drop Off
- planetcollect_steal_obj_short_01=Go To Pickup Site
- planetcollect_steal_obj_short_02=Acquire the Goods
- planetcollect_steal_obj_short_03=Deliver the Goods
- planetcollect_steal_timed_0001=You're gonna be on a clock, so move quick.
- planetcollect_steal_timed_0002=Need this done quick, so don't mess around.
- planetcollect_steal_timed_0003=Clients need this delivered pronto, so don't be late.
- planetcollect_steal_timed_0004=The ~mission(Client) need this fast, so make sure you're not late.
- planetcollect_steal_timed_0005=Clock's tickin' on this one.
- planetcollect_steal_timed_0006=The ~mission(Client) aren't going to wait forever, so handle it ASAP.
- planetcollect_steal_timed_0007=This job's got a narrow window of opportunity. See that you don't miss it.
- planetcollect_steal_title=~mission(Title)
- planetcollect_steal_title_0001=D-Liver
- planetcollect_steal_title_0002=Take Away
- planetcollect_steal_title_0003=Special Order
- planetcollect_steal_title_0004=Grab 'N Go
- planetcollect_steal_title_0005=Drop Off
- planetcollect_steal_title_0006=Go Fetch
- planetcollect_steal_title_0007=Quick Run
- planetcollect_steal_title_0008=Pick Up
- planetcollect_steal_title_0009=You Busy?
- planetcollect_steal_title_0010=Procurement
- planetcollect_waste_desc=~mission(Description)
- planetcollect_waste_desc_0001=Had a request come in for disposal services. ~mission(Stops)You'll be expected to properly dispose of the ~mission(Item) after it has been collected either by selling it for processing or some other means.
- planetcollect_waste_desc_0002=We've got a disposal contract that's up for grabs. ~mission(Stops)It ain't the most glamorous gig, but hey, someone's got to clean it up, right? And at least it's honest pay. More than I can say for a lot of other jobs out there. Who knows, maybe you'll be lucky and find someone to buy the ~mission(Item) off you.
- planetcollect_waste_desc_0003=Standard disposal job. ~mission(Stops)It's up to you how you handle disposing of the ~mission(Item) after removing it. Sell it, save it. Don't really care. As long as it's gone, you get the credits.
- planetcollect_waste_desc_0004=Looking for a runner to remove some ~mission(Item). ~mission(Stops)Don't really have a preference for how you dispose of the stuff, so it's your choice if you trade it to a scrap dealer or just incinerate it.
- planetcollect_waste_desc_0005=Seems like there's a bunch of ~mission(Item) piling up that's ready for removal. ~mission(Stops)Standard pay plus whatever you can make selling the ~mission(Item). One time contract.
- planetcollect_waste_desc_0006=There's a whole heap of ~mission(Item) waiting to be hauled for disposal. Everything is boxed up and ready to go. ~mission(Stops)And, as a bonus, you get to keep whatever you collect for trade. Job's yours if you're interested.
- planetcollect_waste_from=~mission(Contractor)
- planetcollect_waste_obj_long_01=Go to ~mission(Location) for waste collection.
- planetcollect_waste_obj_long_02=Collect all the ~mission(Item).
- planetcollect_waste_obj_long_03=Take and remove the ~mission(Item) from the outpost.
- planetcollect_waste_obj_long_Location01=Go to ~mission(Location01|Address) and collect all the ~mission(Item).
- planetcollect_waste_obj_long_Location02=Go to ~mission(Location02|Address) and collect all the ~mission(Item).
- planetcollect_waste_obj_long_Location03=Go to ~mission(Location03|Address) and collect all the ~mission(Item).
- planetcollect_waste_obj_long_main_01=Remove the waste from the outposts.
- planetcollect_waste_obj_long_main_01_Counter=Outposts Completed %ls
- planetcollect_waste_obj_marker_01=Collection Site
- planetcollect_waste_obj_marker_03=Remove Waste
- planetcollect_waste_obj_short_01=Go To Collection Site
- planetcollect_waste_obj_short_02=Collect Waste
- planetcollect_waste_obj_short_03=Remove Waste From Outpost
- planetcollect_waste_obj_short_3a=~mission(Item)
- planetcollect_waste_obj_short_3a_L01_counter=~mission(Item) Remaining %ls
- planetcollect_waste_obj_short_3a_L02_counter=Waste Remaining %ls
- planetcollect_waste_obj_short_3a_L03_counter=Waste Remaining %ls
- planetcollect_waste_stops_0001=It's just one stop, so it shouldn't take too long.
- planetcollect_waste_stops_0002=Only one pick up this time.
- planetcollect_waste_stops_0003=It's only a single collection point and then you're done.
- planetcollect_waste_stops_0004=You'll be picking up from a few different locations.
- planetcollect_waste_stops_0005=It's a fairly simple route servicing a few locals.
- planetcollect_waste_stops_0006=One of our regulars normally does the stops on this route, but you'd be filling in for them.
- planetcollect_waste_title=~mission(Title) (~mission(Item))
- planetcollect_waste_title_0001=Collection & Disposal
- planetcollect_waste_title_0002=Removal Services Needed
- planetcollect_waste_title_0003=Disposal Request
- port_NameCooler03=Cooler 3
- port_NameCooler04=Cooler 4
- port_NameCooler05=Cooler 5
- port_NameCooler06=Cooler 6
- port_NameCooler07=Cooler 7
- port_NameCooler08=Cooler 8
- port_NameCooler09=Cooler 9
- port_NameCooler10=Cooler 10
- port_NameCooler11=Cooler 11
- port_NameCooler12=Cooler 12
- port_NameCoolerLeft=Right Cooler
- port_NameCoolerRight=Left Cooler
- port_NameGravityGen=Gravity Generator
- port_NameGravLev01=Grav Lev 1
- port_NameGravLev02=Grav Lev 2
- port_NameGravLev03=Grav Lev 3
- port_NameGravLev04=Grav Lev 4
- port_NameGravLev05=Grav Lev 5
- port_NameGravLev06=Grav Lev 6
- port_NameShieldGen04=Shield Generator 4
- port_NameShieldGen05=Shield Generator 5
- port_NameShieldGen06=Shield Generator 6
- port_NameShieldGen07=Shield Generator 7
- port_NameShieldGen08=Shield Generator 8
- port_NameShieldGen09=Shield Generator 9
- port_NameShieldGen10=Shield Generator 10
- port_NameThrusterLeftAuxEng=Left Auxiliary Engine
- port_NameThrusterMain=Thruster Main
- port_NameThrusterMainAux=Thruster Main Aux
- port_NameThrusterMainAuxL=Thruster Main Aux Left
- port_NameThrusterMainAuxR=Thruster Main Aux Right
- port_NameThrusterMainC=Thruster Main Center
- port_NameThrusterMainL=Thruster Main Left
- port_NameThrusterMainLL=Thruster Main Lower Left
- port_NameThrusterMainLR=Thruster Main Lower Right
- port_NameThrusterMainR=Thruster Main Right
- port_NameThrusterMainUL=Thruster Main Upper Left
- port_NameThrusterMainUR=Thruster Main Upper Right
- port_NameThrusterMavFL=Thruster Front Left
- port_NameThrusterMavFLC=Thruster Front Lower Center
- port_NameThrusterMavFLL=Thruster Front Lower Left
- port_NameThrusterMavFLLA=Thruster Front Lower Left A
- port_NameThrusterMavFLLB=Thruster Front Lower Left B
- port_NameThrusterMavFLR=Thruster Front Lower Right
- port_NameThrusterMavFLRA=Thruster Front Lower Right A
- port_NameThrusterMavFLRB=Thruster Front Lower Right B
- port_NameThrusterMavFR=Thruster Front Right
- port_NameThrusterMavFUC=Thruster Front Upper Center
- port_NameThrusterMavFUL=Thruster Front Upper Left
- port_NameThrusterMavFUR=Thruster Front Upper Right
- port_NameThrusterMavMFL=Thruster Mid-Front Left
- port_NameThrusterMavMFLL=Thruster Mid-Front Lower Left
- port_NameThrusterMavMFLLA=Thruster Mid-Front Lower Left A
- port_NameThrusterMavMFLLB=Thruster Mid-Front Lower Left B
- port_NameThrusterMavMFLR=Thruster Mid-Front Lower Right
- port_NameThrusterMavMFLRA=Thruster Mid-Front Lower Right A
- port_NameThrusterMavMFLRB=Thruster Mid-Front Lower Right B
- port_NameThrusterMavMFR=Thruster Mid-Front Right
- port_NameThrusterMavMFUC=Thruster Mid-Front Upper Center
- port_NameThrusterMavMFUL=Thruster Mid-Front Upper Left
- port_NameThrusterMavMFUR=Thruster Mid-Front Upper Right
- port_NameThrusterMavML=Thruster Mid Left
- port_NameThrusterMavMLL=Thruster Mid Lower Left
- port_NameThrusterMavMLR=Thruster Mid Lower Right
- port_NameThrusterMavMR=Thruster Mid Right
- port_NameThrusterMavMRL=Thruster Mid-Rear Left
- port_NameThrusterMavMRLL=Thruster Mid-Rear Lower Left
- port_NameThrusterMavMRLLA=Thruster Mid-Rear Lower Left A
- port_NameThrusterMavMRLLB=Thruster Mid-Rear Lower Left B
- port_NameThrusterMavMRLR=Thruster Mid-Rear Lower Right
- port_NameThrusterMavMRLRA=Thruster Mid-Rear Lower Right A
- port_NameThrusterMavMRLRB=Thruster Mid-Rear Lower Right B
- port_NameThrusterMavMRR=Thruster Mid-Rear Right
- port_NameThrusterMavMRUC=Thruster Mid-Rear Upper Center
- port_NameThrusterMavMRUL=Thruster Mid-Rear Upper Left
- port_NameThrusterMavMRUR=Thruster Mid-Rear Upper Right
- port_NameThrusterMavMUL=Thruster Mid Upper Left
- port_NameThrusterMavMUR=Thruster Mid Upper Right
- port_NameThrusterMavRL=Thruster Rear Left
- port_NameThrusterMavRLC=Thruster Rear Lower Center
- port_NameThrusterMavRLL=Thruster Rear Lower Left
- port_NameThrusterMavRLLA=Thruster Rear Lower Left A
- port_NameThrusterMavRLLB=Thruster Rear Lower Left B
- port_NameThrusterMavRLR=Thruster Rear Lower Right
- port_NameThrusterMavRLRA=Thruster Rear Lower Right A
- port_NameThrusterMavRLRB=Thruster Rear Lower Right B
- port_NameThrusterMavRR=Thruster Rear Right
- port_NameThrusterMavRUC=Thruster Rear Upper Center
- port_NameThrusterMavRUL=Thruster Rear Upper Left
- port_NameThrusterMavRUR=Thruster Rear Upper Right
- port_NameThrusterRetro=Thruster Retro
- port_NameThrusterRetroFLC=Thruster Retro Front Lower Center
- port_NameThrusterRetroFUC=Thruster Retro Front Upper Center
- port_NameThrusterRetroFUL=Thruster Retro Front Upper Left
- port_NameThrusterRetroFUR=Thruster Retro Front Upper Right
- port_NameThrusterRetroL=Thruster Retro Left
- port_NameThrusterRetroLL=Thruster Retro Lower Left
- port_NameThrusterRetroLR=Thruster Retro Lower Right
- port_NameThrusterRetroMFLC=Thruster Retro Mid-Front Lower Center
- port_NameThrusterRetroMFUC=Thruster Retro Mid-Front Upper Center
- port_NameThrusterRetroMFUL=Thruster Retro Mid-Front Upper Left
- port_NameThrusterRetroMFUR=Thruster Retro Mid-Front Upper Right
- port_NameThrusterRetroMRUC=Thruster Retro Mid-Rear Upper Center
- port_NameThrusterRetroMRUL=Thruster Retro Mid-Rear Upper Right
- port_NameThrusterRetroMRUR=Thruster Retro Mid-Rear Upper Left
- port_NameThrusterRetroR=Thruster Retro Right
- port_NameThrusterRetroUL=Thruster Retro Upper Left
- port_NameThrusterRetroUR=Thruster Retro Upper Right
- port_NameThrusterRightAuxEng=Right Auxiliary Engine
- port_NameThrusterTurbine=VTOL Turbine
- port_NameThrusterVTOLFrontLeft=Front Left VTOL Engine
- port_NameThrusterVTOLFrontRight=Front Right VTOL Engine
- port_NameThrusterVTOLRearLeft=Rear Left VTOL Engine
- port_NameThrusterVTOLRearRight=Rear Right VTOL Engine
- port_NameThrustMain=Main Thruster
- port_NameThrustMain01=Main Thruster 1
- port_NameThrustMain02=Main Thruster 2
- port_NameThrustMain03=Main Thruster 3
- port_NameThrustMain04=Main Thruster 4
- port_NameThrustMain05=Main Thruster 5
- port_NameThrustMain06=Main Thruster 6
- port_NameThrustMain07=Main Thruster 7
- port_NameThrustMain08=Main Thruster 8
- port_NameThrustMain09=Main Thruster 9
- port_NameThrustMain10=Main Thruster 10
- port_NameThrustMain11=Main Thruster 11
- port_NameThrustMain12=Main Thruster 12
- port_NameThrustManoeuv01=Maneuvering Thruster 1
- port_NameThrustManoeuv02=Maneuvering Thruster 2
- port_NameThrustManoeuv03=Maneuvering Thruster 3
- port_NameThrustManoeuv04=Maneuvering Thruster 4
- port_NameThrustManoeuv05=Maneuvering Thruster 5
- port_NameThrustManoeuv06=Maneuvering Thruster 6
- port_NameThrustManoeuv07=Maneuvering Thruster 7
- port_NameThrustManoeuv08=Maneuvering Thruster 8
- port_NameThrustManoeuv09=Maneuvering Thruster 9
- port_NameThrustManoeuv10=Maneuvering Thruster 10
- port_NameThrustManoeuv11=Maneuvering Thruster 11
- port_NameThrustManoeuv12=Maneuvering Thruster 12
- port_NameThrustManoeuv13=Maneuvering Thruster 13
- port_NameThrustManoeuv14=Maneuvering Thruster 14
- port_NameThrustManoeuv15=Maneuvering Thruster 15
- port_NameThrustManoeuv16=Maneuvering Thruster 16
- port_NameThrustManoeuv17=Maneuvering Thruster 17
- port_NameThrustManoeuv18=Maneuvering Thruster 18
- port_NameThrustManoeuv19=Maneuvering Thruster 19
- port_NameThrustManoeuv20=Maneuvering Thruster 20
- port_NameThrustManoeuv21=Maneuvering Thruster 21
- port_NameThrustManoeuv22=Maneuvering Thruster 22
- port_NameThrustManoeuv23=Maneuvering Thruster 23
- port_NameThrustManoeuv24=Maneuvering Thruster 24
- port_NameThrustManoeuv25=Maneuvering Thruster 25
- port_NameThrustManoeuv26=Maneuvering Thruster 26
- port_NameThrustManoeuv27=Maneuvering Thruster 27
- port_NameThrustManoeuv28=Maneuvering Thruster 28
- port_NameThrustManoeuv29=Maneuvering Thruster 29
- port_NameThrustManoeuv30=Maneuvering Thruster 30
- port_NameThrustManoeuv31=Maneuvering Thruster 31
- port_NameThrustManoeuv32=Maneuvering Thruster 32
- port_NameThrustManoeuv33=Maneuvering Thruster 33
- port_NameThrustManoeuv34=Maneuvering Thruster 34
- port_NameThrustManoeuv35=Maneuvering Thruster 35
- port_NameThrustManoeuv36=Maneuvering Thruster 36
- port_NameThrustManoeuv37=Maneuvering Thruster 37
- port_NameThrustManoeuv38=Maneuvering Thruster 38
- port_NameThrustManoeuv39=Maneuvering Thruster 39
- port_NameThrustManoeuv40=Maneuvering Thruster 40
- port_NameThrustManoeuv41=Maneuvering Thruster 41
- port_NameThrustManoeuv42=Maneuvering Thruster 42
- port_NameThrustManoeuv43=Maneuvering Thruster 43
- port_NameThrustManoeuv44=Maneuvering Thruster 44
- port_NameThrustManoeuv45=Maneuvering Thruster 45
- port_NameThrustManoeuv46=Maneuvering Thruster 46
- port_NameThrustManoeuv47=Maneuvering Thruster 47
- port_NameThrustManoeuv48=Maneuvering Thruster 48
- port_NameThrustManoeuv49=Maneuvering Thruster 49
- port_NameThrustManoeuv50=Maneuvering Thruster 50
- port_NameThrustManoeuv51=Maneuvering Thruster 51
- port_NameThrustManoeuv52=Maneuvering Thruster 52
- port_NameThrustRetro=Retro Thruster
- port_NameThrustRetro01=Retro Thruster 1
- port_NameThrustRetro02=Retro Thruster 2
- port_NameThrustRetro03=Retro Thruster 3
- port_NameThrustRetro04=Retro Thruster 4
- PreventData_Desc_001=**WIP** Prevent Data Description
- PreventData_Objective_Long_001=Go to last known location
- PreventData_Objective_Long_002=Kill the target before they can upload the data
- PreventData_Objective_Long_003=Stop the target from uploading the data
- PreventData_Objective_Short_001=Go to location
- PreventData_Objective_Short_002=Kill the target
- PreventData_Objective_Short_003=Stop data upload
- PreventData_Title_001=**WIP** Prevent Data Title
- procedural_text_null=
- protlife_from=ProtLife Insurance
- protlife_searchbody_cave_danger_0001=As we do not know what fate befell ~mission(TargetName|Last), we strongly encourage you to use all caution while exploring the site. There may be hostiles or unexpected hazards present.
- protlife_searchbody_cave_danger_0002=Please be aware that we cannot confirm nor deny the presence of hostiles or hazards at this site. All we know for certain is that ~mission(TargetName|Last) has not returned and we would hate for the same thing to happen to you. The important thing is that you use the utmost caution while exploring the site.
- protlife_searchbody_cave_desc_0001=One of are long standing clients, ~mission(TargetName), was recently reported missing. Before we can determine the proper distribution of benefits, we need you to find confirmation of their current status. \n\nOur preliminary investigation team has learned that ~mission(TargetName|Last) had previously been conducting research at ~mission(Location|Address). It is our recommendation that you start your search there.\n\n~mission(Contractor|Timed)~mission(Contractor|SearchBodyCaveDanger)
- protlife_searchbody_cave_desc_0002=The family of ~mission(TargetName) has filed a benefits claim in response to security being unable to locate or contact them for over two weeks. Before we settle the matter, it is our hope that we can employ you to follow one last lead. \n\nIt is our belief that ~mission(TargetName|Last) may have perished during a recreational visit to ~mission(Location|Address). We would like you to travel there and see if you can confirm what happened. \n\n~mission(Contractor|Timed)~mission(Contractor|SearchBodyCaveDanger)
- protlife_searchbody_cave_desc_0003=We are seeking an investigator to locate and confirm the status of one, ~mission(TargetName), who was last reported to be heading to ~mission(Location|Address). \n\nWe cannot properly process their policy payout without this additional information. \n\n~mission(Contractor|Timed)~mission(Contractor|SearchBodyCaveDanger)
- protlife_searchbody_cave_desc_0004=ProtLife is seeking the current location of our client, ~mission(TargetName) who has unfortunately been reported missing. We have recently been able to trace their movements to ~mission(Location|Address). \n\nYou are being contracted to conduct a thorough onsite investigation, so that we may hopefully find ~mission(TargetName|Last) and render assistance as needed.\n \n~mission(Contractor|SearchBodyCaveDanger) ~mission(Contractor|Timed)
- protlife_searchbody_cave_title_0001=Investigate Missing Client ~mission(TargetName)
- protlife_timed_0001=Note that a certain amount urgency is warranted. The completion of this matter by the deadline would be appreciated.
- protlife_timed_0002=Note that this matter needs to be settled ASAP and before the set deadline expires.
- PU_UI_NineTails350R=NineTails 350R
- PU_UI_NineTailsAurora=NineTails Aurora
- PU_UI_NineTailsConstellation=NineTails Connie
- PU_UI_NineTailsCutlass=NineTails Cutlass
- PU_UI_NineTailsGladius=NineTails Gladius
- PU_UI_NineTailsHornet=NineTails Hornet
- PU_UI_NineTailsM50=NineTails M50
- PU_UI_NineTailsSabre=NineTails Sabre
- PU_UI_NineTailsVanguard=NineTails Vanguard
- Pyro_asteroidbeltA=Akiro Cluster
- Pyro_asteroidbeltA_desc=A charred cluster of blackened asteroids. While mostly worthless, some rare materials can be found here.
- Pyro_JumpPoint_Cano=Pyro - Cano Jump Point
- Pyro_JumpPoint_Cano_Desc=This jump point connects Pyro to the UEE controlled Cano system.
- Pyro_JumpPoint_Castra=Pyro - Castra Jump Point
- Pyro_JumpPoint_Castra_Desc=This jump point connects Pyro to the UEE controlled Castra system.
- Pyro_JumpPoint_Hadrian=Pyro - Hadrian Jump Point
- Pyro_JumpPoint_Hadrian_Desc=This jump point connects Pyro to the UEE controlled Hadrian system.
- Pyro_JumpPoint_Nyx=Pyro - Nyx Jump Point
- Pyro_JumpPoint_Nyx_Desc=This jump point connects Pyro to the Nyx system.
- Pyro_JumpPoint_Oso=Pyro - Oso Jump Point
- Pyro_JumpPoint_Oso_Desc=This jump point connects Pyro to the UEE controlled Oso system which is protected by the Fair Chance Act.
- Pyro_JumpPoint_Stanton=Pyro-Stanton Jump Point
- Pyro_JumpPoint_Stanton_desc=This jump point connects Pyro to the Stanton system.
- Pyro_JumpPoint_Terra=Pyro - Terra Jump Point
- Pyro_JumpPoint_Terra_Desc=This jump point connects Pyro to the UEE controlled Terra system.
- Pyro_ruinstation=Ruin Station
- Pyro_ruinstation_desc=A Gold Horizon platform orbiting Pyro VI. It was owned and operated by Pyrotechnic Amalgamated until it was abandoned and then overrun by outlaws. Feuds between factions have lead to frequent and deadly battles; making this location extremely dangerous for civilians and outlaws alike.
- Pyro1=Pyro I
- Pyro1_desc=A dwarf planet charred black from the constant, violent solar flares of the system's star.
- Pyro2=Pyro II
- Pyro2_desc=A coreless planet that once held significant mineral deposits, a “metal rush” quickly picked the planet clean and left it an empty husk.
- Pyro3=Pyro III
- Pyro3_desc=Scientists speculate that this terrestrial planet survived a collision with pieces of the planet-sized body that knocked Pyro IV out of its orbit.
- Pyro4=Pyro IV
- Pyro4_desc=A rocky protoplanet that has been mined clean. Knocked out of orbit by a celestial body of equal mass, it is slowly being pulled into Pyro V.
- Pyro5=Pyro V
- Pyro5_desc=Pyro V is a massive yellow and green gas giant that’s slowly pulling Pyro IV into its orbit.
- Pyro5a_Ignis=Ignis
- Pyro5a_Ignis_desc=This innermost moon of Pyro V is covered in deep canyons and dried riverbeds. No other signs of water remain on its desiccated surface.
- Pyro5b_Vatra=Vatra
- Pyro5b_Vatra_desc=The thick, high-pressure nitrogen-methane atmosphere of this moon hides lakes of hydrocarbons.
- Pyro5c_Adir=Adir
- Pyro5c_Adir_desc=The crater-ridden surface of Adir is broken only by a 700 km long streak of slick, shiny obsidian in its southern hemisphere.
- Pyro5d_Fairo=Fairo
- Pyro5d_Fairo_desc=Frequent earthquakes rock Fairo, causing spectacular waves in its lava oceans.
- Pyro5e_Fuego=Fuego
- Pyro5e_Fuego_desc=High amounts of iron-sulfide in Fuego’s soil turn it a livid shade of yellow-black.
- Pyro5f_Vuur=Vuur
- Pyro5f_Vuur_desc=Vuur is rich in carbon and little else.
- Pyro6=Pyro VI
- Pyro6_desc=This protoplanet suffers little damage from Pyro's distant star.
- PyroStar=Pyro
- PyroStar_desc=A class-M main sequence flare star.
- QT_Beacon_Delamar_LZ_01=QT_Beacon_Levski
- QT_Beacon_Delamar_LZ_01_Approach_01=QT_Beacon_Levski_Approach_01
- QT_Beacon_Gainey=Gainey
- QT_Beacon_RendezvousPoint=Rendezvous Point
- QT_Beacon_Zsigmund=Zsigmond Station
- quantum_hud_aligned=Aligned Members %i / %i
- quantum_hud_spooled=Spooled Members %i / %i
- R6P_SHOES=DO NOT USE ------ (R6P) Male Shoes (Add new shoe items below here)
- recoverspace__obj_long_01=Locate ~mission(TargetName)'s ship with the ~mission(Contractor|RecoveryItem) onboard.
- recoverspace__obj_long_02=Neutralize ~mission(TargetName) before they can escape with the ~mission(Contractor|RecoveryItem).
- recoverspace__obj_long_03=Recover ~mission(Contractor|RecoveryItem) from the ship wreckage.
- recoverspace__obj_long_04=Deliver ~mission(Contractor|RecoveryItem) to ~mission(Destination).
- recoverspace__obj_marker_01=~mission(TargetName)
- recoverspace__obj_marker_02=Neutralize
- recoverspace__obj_marker_03=~mission(Contractor|RecoveryItem)
- recoverspace__obj_marker_04=Delivery Drop Off
- recoverspace__obj_short_01=Locate ~mission(TargetName)'s Ship
- recoverspace__obj_short_02=Neutralize Target
- recoverspace__obj_short_03=Recover Property
- recoverspace__obj_short_04=Deliver Recovered Property
- recoverspace_desc=~mission(Contractor|RecoverSpaceDescription)
- recoverspace_from=~mission(Contractor|RecoverSpaceFrom)
- recoverspace_title=~mission(Contractor|RecoverSpaceTitle)
- recoverstolen_danger_0001=We expect things should go relatively smoothly, but be ready just in case they don't.
- recoverstolen_danger_0002=We've got our hands full right now, so if things go south out there we won't be able to provide you with any back up. Go in expecting to handle any surprises on your own.
- recoverstolen_danger_0003=We did some preliminary scouting of the site and it should be clear, but experienced operators know better than to rely on that to keep them safe.
- recoverstolen_danger_0004=The thieves responsible might still be lurking around, so use caution.
- recoverstolen_desc=~mission(Description)
- recoverstolen_desc_0001=We have been fortunate enough to track down a ~mission(Contractor|RecoveryItem) that recently was reported stolen. It is being held in ~mission(Location). We need an operator to go in, reclaim their property and return it to ~mission(Destination). ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
- recoverstolen_desc_0002=An informant of ours has given us word that a ~mission(Contractor|RecoveryItem) taken from ~mission(Destination) is being held at ~mission(Location). We are seeking a independent operator to handle the retrieval of said ~mission(Contractor|RecoveryItem) on our behalf and return it to its rightful owners. ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
- recoverstolen_desc_0003=This rarely happens, but believe it or not some missing property that's been our radar just surfaced at ~mission(Location). Intact too! Now all we need is someone to give the whole thing a happy ending and return the ~mission(Contractor|RecoveryItem) to our clients at ~mission(Destination). ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
- recoverstolen_desc_0004=After contacting us about a recent theft at ~mission(Destination), we were able to apply our tradecraft and trace their stolen ~mission(Contractor|RecoveryItem) to ~mission(Location). All the hard work is done, all that's left is the actually physical retrieval. Think you're up for it? ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
- recoverstolen_desc_0005=Every time you think criminals can't get any dumber, they surprise you again. These geniuses stole some~mission(Contractor|RecoveryItem) from ~mission(Destination) but we were able to trace it right back to their ~mission(Location). Should be a simple matter for an operator to head in, retrieve the item, and return it to its proper owners.~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger) Though if I'm being honest, I wouldn't be surprised if these draggers thought it was magic or something once they notice the ~mission(Contractor|RecoveryItem) is missing.
- recoverstolen_desc_0006=Good news. After a client of ours suffered a theft, we were able to trace their ~mission(Contractor|RecoveryItem) to where the criminals were holding it at ~mission(Location). We are looking for someone to finish the op, and return the property to ~mission(Destination). ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
- recoverstolen_from=~mission(Contractor)
- recoverstolen_obj_long_01=Go to ~mission(Location) to retrieve the stolen goods.
- recoverstolen_obj_long_02=Locate and recover the stolen ~mission(Item).
- recoverstolen_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
- recoverstolen_obj_marker_01=Stolen Goods
- recoverstolen_obj_marker_03=Delivery Drop Off
- recoverstolen_obj_short_01=Go To Stolen Goods
- recoverstolen_obj_short_02=Recover Stolen Goods
- recoverstolen_obj_short_03=Deliver Recovered Goods
- recoverstolen_space_danger_0001=It would be prudent to go into this contract expecting the thief to be armed and extremely hostile.
- recoverstolen_space_danger_0002=Unfortunately, if things go south out there, ~mission(contractor) cannot commit combat support at this time. Take this contract at your own risk.
- recoverstolen_space_danger_0003=Use caution approaching this perp. No telling how they might react when you get them cornered.
- recoverstolen_space_danger_0004=And since this dragger is well-connected, don't be surprised if some of their ~mission(client) friends show up.
- recoverstolen_space_desc=~mission(Contractor|RecoverSpaceDescription)
- recoverstolen_space_desc_0001=An independent investigation has resulted in the location of a recently stolen ~mission(Contractor|RecoveryItem) being tracked down. We believe it to currently be in the possession of one ~mission(TargetName), an affiliate of the ~mission(client) with a known record. ~mission(contractor) is looking for a skilled individual to track down ~mission(TargetName)'s ship, recover the lost property, and return it to ~mission(destination). ~mission(Contractor|RecoveryTimed) ~mission(Danger)
- recoverstolen_space_desc_0002=~mission(contractor) is seeking an experienced operator to handle the retrieval of a stolen ~mission(Contractor|RecoveryItem) which our investagtion team has learned to be aboard the ship of known ~mission(location) affiliate; ~mission(TargetName). Once recovered, the ~mission(Contractor|RecoveryItem) will need to be taken to its rightful owners at ~mission(destination). ~mission(Contractor|RecoveryTimed) ~mission(Danger)
- recoverstolen_space_desc_0003=Small miracle. Some good folks over at ~mission(destination) had a ~mission(Contractor|RecoveryItem) stolen from them, but we've actually been able to track it down. Turns out some scag by the name of ~mission(TargetName) has the stolen ~mission(Contractor|RecoveryItem) aboard their ship right now. However, a skilled operator should be able to hunt their ship down and return the property to where it belongs. ~mission(Contractor|RecoveryTimed) ~mission(Danger)
- recoverstolen_space_desc_0004=A ~mission(Contractor|RecoveryItem) was reported stolen by one of the workers over at ~mission(destination). As a nice change of pace, we actually got a solid lead on the ~mission(client) member that pulled the job who's currently going by the handle: ~mission(TargetName). Now all we need is a suitable contractor to handle the recovery operation on our behalf. ~mission(Contractor|RecoveryTimed) ~mission(Danger) Serious applicants only. EDIT: ** THIS IS NOT A GUILD JOB **
- recoverstolen_space_desc_0005=We have it on good authority that a stolen ~mission(Contractor|RecoveryItem) is currently aboard the ship of ~mission(TargetName). ~mission(contractor) needs a pilot, preferably with combat experience, to retrieve the stolen property and return it to its proper owners at ~mission(destination). ~mission(Contractor|RecoveryTimed) ~mission(Danger)\n\n*This contract agreement is considered at-will, and may be terminated at any time by either party.
- recoverstolen_space_desc_0006=Got a break today. After a client of ours over at ~mission(destination) got robbed, we were able to trace their stolen ~mission(Contractor|RecoveryItem) to the ship of one ~mission(TargetName). With your help, we are hopeful that we will be able to locate the perpatrator and recover the property intact. ~mission(Contractor|RecoveryTimed) ~mission(Danger)
- recoverstolen_space_desc_easy=~mission(Contractor|RecoveryEasyDescription)
- recoverstolen_space_desc_hard=~mission(Contractor|RecoveryHardDescription)
- recoverstolen_space_desc_medium=~mission(Contractor|RecoveryMediumDescription)
- recoverstolen_space_from=~mission(contractor)
- recoverstolen_space_obj_long_01=Locate ~mission(TargetName)'s ship and the stolen ~mission(Item).
- recoverstolen_space_obj_long_02=Neutralize ~mission(TargetName) before they can escape with the stolen ~mission(Item).
- recoverstolen_space_obj_long_03=Recover the stolen ~mission(Item) from the wreckage.
- recoverstolen_space_obj_long_04=Deliver the recovered ~mission(Item) to ~mission(destination).
- recoverstolen_space_obj_marker_01=~mission(TargetName)
- recoverstolen_space_obj_marker_02=Neutralize
- recoverstolen_space_obj_marker_04=Delivery Drop Off
- recoverstolen_space_obj_short_01=Locate ~mission(TargetName)'s Ship
- recoverstolen_space_obj_short_02=Neutralize the Thief
- recoverstolen_space_obj_short_03=Recover Stolen Property
- recoverstolen_space_obj_short_04=Deliver Recovered Property
- recoverstolen_space_obj_short_04a=Stolen Property
- recoverstolen_space_timed_0001=Timing's going to be tight on this. We need to recover the property before it can be sold off or moved out of system.
- recoverstolen_space_timed_0002=Our intel indicates that a sale might be happening sooner than later, which means we're going to need you to move swiftly on this.
- recoverstolen_space_timed_0003=Not a lot of time to waste on this since ~mission(TargetName) is a definite flight risk.
- recoverstolen_space_timed_0004=To help limit any additional complications from springing up, we need this contract completed ASAP.
- recoverstolen_space_timed_0005=As far as timing goes on this, afraid there's not a lot of wiggle room. Every second that passes, the chances of success only get worse.
- recoverstolen_space_title=~mission(Contractor|RecoverSpaceTitle)
- recoverstolen_space_title_0001=Recover Stolen Property
- recoverstolen_space_title_0002=Retrieve Property From Thief
- recoverstolen_space_title_0003=Reclaim Stolen Items
- recoverstolen_space_title_0004=Stolen Goods Found
- recoverstolen_space_title_0005=Property Retrieval
- recoverstolen_space_title_0006=Thief Located
- recoverstolen_space_title_easy=~mission(Contractor|RecoveryEasyTitle)
- recoverstolen_space_title_hard=~mission(Contractor|RecoveryHardTitle)
- recoverstolen_space_title_medium=~mission(Contractor|RecoveryMediumTitle)
- recoverstolen_timed_0001=Time is unfortunately of the essence here. We need to recover the property before it can be moved to a different location.
- recoverstolen_timed_0002=Our reconnaissance showed that if we want this operation to succeed, the retrieval must be handled swiftly.
- recoverstolen_timed_0005=This is a priority task, so it will need to be resolved quickly.
- recoverstolen_timed_0006=This package needs to be retrieved as soon as possible in order to limit any additional complications.
- recoverstolen_timed_0007=This job's got a narrow window of opportunity. See that you don't miss it.
- recoverstolen_title=~mission(Title)
- recoverstolen_title_0001=Recover Property
- recoverstolen_title_0002=Property Retrieval
- recoverstolen_title_0003=Property Reclamation
- recoverstolen_title_0004=Stolen Goods Located
- recoverstolen_title_0005=Retrieve Stolen Property
- recoverstolen_title_0006=Stolen Property Found
- recovery_desc=~mission(Contractor|RecoverItemDescription)
- recovery_from=~mission(Contractor|RecoverItemFrom)
- recovery_obj_long_01=Go to ~mission(Location) to recover the ~mission(Item).
- recovery_obj_long_02=Recover the ~mission(Item).
- recovery_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
- recovery_obj_marker_01=Recovery Site
- recovery_obj_marker_02=Recover
- recovery_obj_marker_03=Delivery Drop Off
- recovery_obj_short_01=Go To Recovery Site
- recovery_obj_short_02=Recover ~mission(Item)
- recovery_obj_short_03=Deliver Recoverd ~mission(Item)
- recovery_title=~mission(Contractor|RecoverItemTitle)
- redwind_Danger_001=Word of caution, this route might get pretty hairy with the way things are right now. If you take this job, make sure you are ready to do what needs doing.
- redwind_Danger_002=And a heads up that we've had a few pilots run into trouble on this route before. That's not saying the same thing's gonna happen to you, but be ready just in case.
- redwind_Danger_003=And to just put it out there, we have reason to believe that there might be additional risk associated with this route. Faint of heart need not apply.
- redwind_Danger_004=It's probably worth mentioning that this route has seen more than it's fair share of excitement recently. Outlaws and worse. Doesn't matter how long you've been flying, make sure you're prepared. Not only for the shipment's safety, but your own.
- redwind_Danger_005=Red Wind has rated this route as one of our more dangerous ones. Not trying to dissuade you, but want to make sure you go in prepared.
- redwind_delivery_desc_0001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nAll pilots looking for work - Shipping contract up for grabs. \n\nGot a shipment waiting to be hauled from ~mission(Location|Address) to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
- redwind_delivery_desc_0002=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nNeed independent pilots to cart a shipment from ~mission(Location|Address) over to ~mission(Destination|Address). \n\nNot too independent though. Don't care what the side of your ship says, you take this job you're still flying for Red Wind. ~mission(Contractor|Timed)~mission(Contractor|Danger) \n\n~mission(Contractor|SignOff)
- redwind_delivery_desc_0003=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nLooking for a pilot to run a route from ~mission(Location|Address) all the way to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
- redwind_delivery_desc_0004=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nHey all, Red Wind is temporarily staffing up. \n\nIf you're available to run a shipment from ~mission(Location|Address) to ~mission(Destination|Address) let us know. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
- redwind_delivery_desc_0005=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nIf you are a pilot in good standing looking for work, Red Wind has an open contract in need of immediate temporary staffing. \n\nPilot will be expected to pick up a shipment from ~mission(Location) for delivery to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
- redwind_delivery_title_001=RED WIND DELIVERY PILOT NEEDED
- redwind_SignOff_001=\nDO NOT TAKE THIS CONTRACT - unless you are reliable. Red Wind has a reputation that our clients trust and for good reason.
- redwind_SignOff_002=\n\nBE AWARE - in addition for being known as a dependable shipping service, Red Wind is also known for tracking down people who double cross us. If you're looking for an easy 'soft grab', we ain't it. Trustworthy pilots only.
- redwind_SignOff_003=TO ALL VETS - Red Wind appreciates your service to our Empire! Your struggles mean our freedom!
- redwind_SignOff_004=WE ARE EQUAL OPPORTUNITY - Red Wind Linehaul is and always has been an equal opportunity contractor. If you think you can do a good job for us, then by all means sign up.
- redwind_SignOff_005=TRUST GOES TWO WAYS - By taking this contract you are pledging not to screw us over, and Red Wind Linehaul pledges to treat you the same.
- redwind_SignOff_006=CELEBRATING 35 YEARS - Red Wind Linehaul is proud to have provided reliable shipment and delivery services for 35 years. To our loyal customers and dedicated contractors, we thank you!
- redwind_Timed_001=This is a rush job so see that you hurry and finish on time.
- redwind_Timed_002=There's a tight deadline on this one so keep an eye on the clock.
- redwind_Timed_003=We need the contract finished by the expected deadline, no exceptions.
- redwind_Timed_004=Make sure to keep a close watch on the time. The tight deadline doesn't leave too much room for error.
- redwind_Timed_005=Since the contract has a tight deadline, you're expected to manage your time wisely.
- Refinery_0001=WIP Refinery_0001
- Refinery_Description=WIP Refinery Description
- RentalTimeRemainingNotification=Your ~rentalNotification(RentedItemName) rental expires in ~rentalNotification(RentedItemDuration).
- Reststop_RR_desc_large=This sprawling rest stop, operated by R&R, is larger than average and features a multitude of services for travelers beyond the normal refueling and restocking. A food court, bars, stores, entertainment, habs, and more are available.
- Reststop_RR_desc_medium=Owned and operated by Rest & Relax, this station offers plenty of amenities for space-weary travelers. Besides being able to restock and refuel their ships, visitors can rest up and find several shops to peruse for provisions and refreshments.
- Reststop_Small_desc_small=Featuring a wide selection of amenities, you can refuel and restock both yourself and your ship all in one convenient location. The perfect place to take a break from traveling.
- room_briefing_room=Briefing Room
- room_brig=Brig
- room_cargo_bay=Cargo Bay
- room_casaba_outlet=Casaba Outlet
- room_dumpers_depot=Dumper's Depot
- room_engine_room=Engine Room
- room_garrity_defence=Garrity Defence
- room_live_fire=Live Fire
- room_main_bridge=Main Bridge
- room_med_bay=Med Bay
- room_mess_hall=Mess Hall
- room_ship_terminals=Ship Terminals
- room_sleeping_pods=Sleeping Pods
- room_sleeping_quarters=Sleeping Quarters
- RR_ARC_L1=R&R ARC-L1
- RR_ARC_L2=R&R ARC-L2
- RR_ARC_L3=R&R ARC-L3
- RR_ARC_L4=R&R ARC-L4
- RR_ARC_L5=R&R ARC-L5
- RR_ARC_LEO1=R&R ARC-LEO1
- RR_ARC_NPO1=R&R ARC-NPO1
- RR_CRU_L1=R&R CRU-L1
- RR_CRU_L4=R&R CRU-L4
- RR_CRU_L5=R&R CRU-L5
- RR_CRU_LEO1=R&R CRU-LEO1
- RR_HUR_L1=R&R HUR-L1
- RR_HUR_L2=R&R HUR-L2
- RR_HUR_L3=R&R HUR-L3
- RR_HUR_L4=R&R HUR-L4
- RR_HUR_L5=R&R HUR-L5
- RR_HUR_LEO1=R&R HUR-LEO1
- RR_HUR_NPO1=R&R HUR-NPO1
- RR_MIC_L1=R&R MIC-L1
- RR_MIC_L2=R&R MIC-L2
- RR_MIC_L3=R&R MIC-L3
- RR_MIC_L4=R&R MIC-L4
- RR_MIC_L5=R&R MIC-L5
- RR_MIC_LEO1=R&R MIC-LEO1
- RR_MIC_NPO1=R&R MIC-NPO1
- Ruto_Intro_Comm_Branch1a_ImNotACriminal=I'm not a criminal.
- Ruto_Intro_Comm_Branch1b_Right=Right.
- Ruto_Intro_Comm_Branch2a_WhatDoYouNeed=What do you need?
- Ruto_Intro_Comm_Branch2b_NotGonnaHappen=Not gonna happen.
- Ruto_Intro_Term_Branch1a_GoForIt=Go for it.
- Ruto_Intro_Term_Branch1b_AreWeNotGoingToMeet=Are we not going to meet?
- Ruto_Intro_Term_Branch2a_NoWorkIsWork=No, work is work.
- Ruto_Intro_Term_Branch2b_ThenWhyHaveMeCome=Then why have me come here?
- sandbox_criminals_desc=***WIP*** Eliminate criminals for money.\n\nPayouts per criminal eliminated:\n\nCrimestat 1, ~mission(RewardValue_Wanted1) uec\nCrimestat 2, ~mission(RewardValue_Wanted2) uec\nCrimestat 3, ~mission(RewardValue_Wanted3) uec\nCrimestat 4, ~mission(RewardValue_Wanted4) uec\nCrimestat 5, ~mission(RewardValue_Wanted5) uec
- sandbox_criminals_obj_long_01=***WIP*** Keep any eye out for criminals and eliminate them for payment
- sandbox_criminals_obj_short_01=***WIP*** Eliminate criminals for payment
- sandbox_criminals_title=***WIP*** Eliminate criminals for money
- SB_Refuel_Answer_Mission_Desc=~serviceBeacon(InitiatorName) is requesting refueling in ~serviceBeacon(InitiatorLocation). If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC per gallon of fuel delivered.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
- SB_Refuel_Answer_Mission_Title=Refuel
- SB_Refuel_Detected_Notification=Refuel Request from: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
- SB_Refuel_Detected_Title=Refuel Detected.
- SB_Refuel_Request_AlignmentBlocked_Obj_Desc=Refueling alignment is blocked. Please move to an open space.
- SB_Refuel_Request_AlignmentBlocked_Obj_Title=Move to an Open Space.
- SB_Refuel_Request_MaintainLocation_Obj_Desc=Refueler is en route. Please remain at current location.
- SB_Refuel_Request_MaintainLocation_Obj_Title=Stay at Current Location.
- SB_Refuel_Request_MaintainPosition_Obj_Desc=Refueler is aligning. Please maintain current position.
- SB_Refuel_Request_MaintainPosition_Obj_Title=Maintain Current Position.
- SB_Refuel_Request_Refuel25_Obj_Desc=Refueling is 25% complete. Please maintain current position.
- SB_Refuel_Request_Refuel50_Obj_Desc=Refueling is 50% complete. Please maintain current position.
- SB_Refuel_Request_Refuel75_Obj_Desc=Refueling is 75% complete. Please maintain current position.
- SB_Refuel_Request_RefuelComplete_Obj_Desc=Refueling is complete. Have a nice day.
- SB_Refuel_Request_RefuelProgress_Obj_Desc=Refueling is ~serviceBeacon(CompletionPercentage)% complete. Please maintain current position.
- SB_Refuel_Request_RefuelStart_Obj_Desc=Refueling has begun. Please maintain current position.
- scan_data_ammo=Ammo
- scan_data_career=Career
- scan_data_classification=Classification
- scan_data_composition=Composition
- scan_data_confidence=CONFIDENCE:
- scan_data_contents=Contents
- scan_data_density=Density
- scan_data_faction=Faction
- scan_data_health=Health
- scan_data_instability=Instability
- scan_data_invalid=Invalid
- scan_data_mass=Mass
- scan_data_material=Material
- scan_data_model=Model
- scan_data_name=Name
- scan_data_optimalpowerwindow=Optimal Power Window
- scan_data_owner=Owner
- scan_data_pilot=Pilot
- scan_data_power=Power
- scan_data_power_transfer_resistance=Power Transfer Resistance
- scan_data_rating=Rating
- scan_data_role=Role
- scan_data_scanning=SCANNING
- scan_data_size=Size
- scan_data_species=Species
- scan_data_status=Status
- scan_data_type=Type
- ScrambleRace_ASOP_01=I recommend using the ASOP over at ~mission(GetVehicle|Address).
- ScrambleRace_Desc_Regular_01=You fast? You deadly? You looking to make some serious creds? Then I got the race for you.\n\nI'm talking a weapons free, old school scramble. Pilot a ~mission(RaceType|Short), collect checkpoints, steal points from the leader, and win big. Whoever gets enough points first is declared champion and gets a fat payout. 2nd and 3rd place even get prizes too. \n\nLet me know if you're interested, and I'll send you the starting coordinates once the race is set up. In the meanwhile, feel free to get your ~mission(RaceType) ready to go. ~mission(RaceType|ScrambleRaceASOP)
- ScrambleRace_Desc_Suicide_01=You've proven that you can handle yourself, so now's the time to take your racing to the next level!\n\nSUICIDE SCRAMBLE!!!!\n\nThat's right - Winner takes all.\n\nWhichever ~mission(RaceType|Short) gets enough checkpoints first walks away with all the credits.\n\nTell me you're in, and I'll send you the starting coordinates once we're all set up. Till then, start prepping your ~mission(RaceType). ~mission(RaceType|ScrambleRaceASOP)
- ScrambleRace_Description=~mission(description)
- ScrambleRace_From=Luca Brunt
- ScrambleRace_Obj_Long_00=Wait for race registration to complete. (Note: If not enough racers sign up, the race will be canceled.)
- ScrambleRace_Obj_Long_01=Report to the race start in your ~mission(RaceType).
- ScrambleRace_Obj_Long_02=Be the first vehicle to capture ~mission(CheckpointGoalNumber) checkpoints to win the race.
- ScrambleRace_Obj_Long_02b=Be the first vehicle to destroy ~mission(CheckpointGoalNumber) checkpoints to win the race.
- ScrambleRace_Obj_Long_03=Be the first to arrive at Checkpoint ~mission(CheckpointCount) to capture it.
- ScrambleRace_Obj_Long_03_Update=Be First to Checkpoint ~mission(CheckpointCount)
- ScrambleRace_Obj_Long_03b=Be the first to destroy Checkpoint ~mission(CheckpointCount) to capture it.
- ScrambleRace_Obj_Long_03b_Update=Be First to Destroy Checkpoint ~mission(CheckpointCount)
- ScrambleRace_Obj_Long_04=Standby for next checkpoint to appear.
- ScrambleRace_Obj_Marker_01=Race Start
- ScrambleRace_Obj_Marker_02=Checkpoint ~mission(CheckpointCount)
- ScrambleRace_Obj_Marker_02b=Checkpoint Target ~mission(CheckpointCount)
- ScrambleRace_Obj_Marker_Announcer=Race Announcer
- ScrambleRace_Obj_Marker_Leader=Leader
- ScrambleRace_Obj_Marker_LeaderJoint=Joint Leader
- ScrambleRace_Obj_Marker_Winner=Winner
- ScrambleRace_Obj_Marker_WinnerJoint=Joint Winner
- ScrambleRace_Obj_Short_00=Wait For Registration
- ScrambleRace_Obj_Short_00_RegisteredCount=Racers Registered: ~mission(RegisteredPlayers)
- ScrambleRace_Obj_Short_00_Timer=Await Registration %ls
- ScrambleRace_Obj_Short_01=Report To Race Start
- ScrambleRace_Obj_Short_01_ReadyCount=Racers Ready: %ls
- ScrambleRace_Obj_Short_01_Timer= Bring ~mission(RaceType|Title) to Race Start %ls
- ScrambleRace_Obj_Short_02=Capture ~mission(CheckpointGoalNumber) Checkpoints To Win
- ScrambleRace_Obj_Short_02_Timer=Weapons Free in %ls
- ScrambleRace_Obj_Short_02b=Destroy ~mission(CheckpointGoalNumber) Checkpoints To Win
- ScrambleRace_Obj_Short_03=Capture Checkpoint ~mission(CheckpointCount)
- ScrambleRace_Obj_Short_03b=Destroy Checkpoint ~mission(CheckpointCount)
- ScrambleRace_Obj_Short_04=Waiting For Checkpoint
- ScrambleRace_Obj_Short_04_Timer=Next Checkpoint in %ls
- ScrambleRace_Obj_Short_04_Update=~mission(CheckpointTakenString)
- ScrambleRace_Obj_Short_04_Update_a=Checkpoint ~mission(PrevCheckpointNumber) Taken by ~mission(CheckpointWinningPlayer)
- ScrambleRace_Obj_Short_04_Update_b=Checkpoint ~mission(PrevCheckpointNumber) Lost
- ScrambleRace_Obj_Short_04_Winner=The Winner is ~mission(CheckpointWinningPlayer)
- ScrambleRace_Position=Position
- ScrambleRace_RaceType_01=small ship (Cutlass or smaller)
- ScrambleRace_RaceType_02=gravlev vehicle (Dragonfly, Nox, etc.)
- ScrambleRace_RaceType_03=wheeled vehicle (Ursa, Cyclone, etc.)
- ScrambleRace_RaceTypeShort_01=small ship
- ScrambleRace_RaceTypeShort_02=gravlev vehicle
- ScrambleRace_RaceTypeShort_03=wheeled vehicle
- ScrambleRace_RaceTypeTitle_01=Small Ship
- ScrambleRace_RaceTypeTitle_02=Gravlev Vehicle
- ScrambleRace_RaceTypeTitle_03=Wheeled Vehicle
- ScrambleRace_Score=Points
- ScrambleRace_subObj_Long_02=Destroy a race leader to steal their score ~mission(LeaderScore).
- ScrambleRace_subObj_Short_02=Destroy Leader
- ScrambleRace_subObj_Short_02_Update=Leader Worth ~mission(LeaderScore) Point(s)
- ScrambleRace_Title=~mission(title)
- ScrambleRace_Title_Regular_01=Scramble Race! (~mission(RaceType|Title))
- ScrambleRace_Title_Suicide_01=Suicide Scramble! (~mission(RaceType|Title))
- seachbody_obj_short_02a=Identify
- searchbody_cave_desc=~mission(Contractor|SearchBodyCaveDescription)
- searchbody_cave_from=~mission(Contractor|SearchBodyCaveFrom)
- searchbody_cave_obj_long_01=Go to the ~mission(Location|Address) to search for ~mission(TargetName).
- searchbody_cave_obj_long_02=Confirm the whereabouts of the missing client, ~mission(TargetName|Last)
- searchbody_cave_obj_marker_01=~mission(Location)
- searchbody_cave_obj_short_01=Go To ~mission(Location)
- searchbody_cave_obj_short_02=Locate Missing Client
- searchbody_cave_title=~mission(Contractor|SearchBodyCaveTitle)
- searchbody_danger_0001=We would be remiss if we did not remind you that venturing into the wreck site will potentially be hazardous, and all caution should be used.
- searchbody_danger_0002=It goes without saying, but be careful out there. We would hate for whatever or whoever happened to the ~mission(Ship) to happen to you.
- searchbody_danger_0003=It's possible that the ~mission(Ship) was the victim of foul play, so make sure to take your time and don't get sloppy. Caution is the keyword.
- searchbody_desc=~mission(Description)
- searchbody_desc_0001=The family of ~mission(TargetName) is hoping to find some closure. While there is confirmation that the ~mission(Ship) ~mission(TargetName|First)were serving aboard did not survive its journey, the family wants to know for sure what happened. ~mission(Contractor) is looking for someone with tact and discretion to investigate ~mission(Location) and see if they can learn ~mission(TargetName|First)'s fate. ~mission(Timed)~mission(Danger)Your assistance in the matter is appreciated.
- searchbody_desc_0002=Recently, a ~mission(Ship) ran into some unfortunate luck and was destroyed. Since around that same time, no one has heard or seen ~mission(TargetName) and it is our current belief that they may have been aboard when the ~mission(Ship) met its fate. We are looking for a contractor to complete a survey onsite at ~mission(Location) and ascertain if ~mission(TargetName|Last) is there. ~mission(Timed)~mission(Danger)
- searchbody_desc_0003=We are in need of a contractor to locate one, ~mission(TargetName), who was last seen working aboard a ~mission(Ship) that was recently reported as destroyed. ~mission(Timed)~mission(Danger)Payment will be issued upon receiving confirmation of ~mission(TargetName|Last)'s whereabouts.
- searchbody_desc_0004=~mission(Contractor) is currently seeking a contractor to help confirm the status of ~mission(TargetName). According to our initial research, it is believed that ~mission(TargetName|First) was serving aboard a ~mission(Ship) that befell a tragic accident. We would require you to travel to ~mission(Location) and conduct an onsite search, so that we may determine if ~mission(TargetName|First) did indeed perish aboard and inform the parents. ~mission(Timed)~mission(Danger)
- searchbody_desc_0005=Not expecting a happy outcome on this one. ~mission(TargetName) was last heard from when they boarded a ~mission(Ship). That same ship was reported destroyed. Now, the family wants to confirm what happened one way or the other. That's where you come in. Go, search ~mission(Location), locate ~mission(TargetName|Last) and we can hopefully give them a little peace of mind. ~mission(Timed)~mission(Danger)
- searchbody_from=~mission(Contractor)
- searchbody_location_0001=the ship's remains
- searchbody_location_0002=the last point of contact
- searchbody_location_0003=the ~mission(Ship)'s last known position
- searchbody_location_0005=the wreckage
- searchbody_location_0006=the wreck site
- searchbody_location_0008=the ~mission(Ship)'s remains
- searchbody_location_0009=the derelict
- searchbody_obj_long_01=Go to ~mission(Location) to search for ~mission(TargetName).
- searchbody_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last)
- searchbody_obj_marker_01=Derelict Site
- searchbody_obj_short_01=Go To Derelict Site
- searchbody_obj_short_02=Locate ~mission(Role)
- searchbody_timed_0001=We would all like to see this matter closed as quickly as possible, and as such, a certain amount urgency is warranted.
- searchbody_timed_0002=We've been asked to expedite matters, and are looking to settle this ASAP.
- searchbody_timed_0003=~mission(TargetName|First) has been missing for some time, so anything you could do to settle this as quickly as possible would be great.
- searchbody_title=~mission(Title)
- searchbody_title_0001=Missing Person
- searchbody_title_0002=Searching for ~mission(TargetName|Last)
- searchbody_title_0003=Missing Persons Report
- searchbody_title_0004=Missing Persons Case
- searchcrew_Counter_UI=Crew found %ls
- searchcrew_danger_0001=We would be remiss if we did not remind you that venturing into the wreck site will potentially be hazardous, and all caution should be used.
- searchcrew_danger_0002=It goes without saying, but be careful out there. We would hate for whatever or whoever happened to the ~mission(Ship) to happen to you.
- searchcrew_danger_0003=It's possible that the ~mission(Ship) was the victim of foul play, so make sure to take your time and don't get sloppy. Caution is the keyword.
- searchcrew_desc=~mission(Description)
- searchcrew_desc_0001=The family members of the crew serving aboard a ~mission(Ship) that was recently reported as destroyed are hoping to find some closure. ~mission(Contractor) is looking for contractors to investigate ~mission(Location) and see if they can learn the crew's fate. ~mission(Timed)~mission(Danger)Your assistance in the matter is much appreciated.
- searchcrew_desc_0002=Recently, a ~mission(Ship) ran into some unfortunate luck and was destroyed. Since that unfortunate incident, no one has heard or seen any of the crew since and it is our current belief that none may have survived. We are looking for contractors to complete a survey onsite at ~mission(Location) and positively identify all the missing crewmembers. ~mission(Timed)~mission(Danger)
- searchcrew_desc_0003=We are in need of contractors to locate the missing crew of a ~mission(Ship) that was recently reported as destroyed. ~mission(Timed)~mission(Danger)Payment will be issued upon receiving confirmation of the full complement's whereabouts.
- searchcrew_desc_0004=~mission(Contractor) is currently seeking contractors to help confirm the status of the crew aboard a ~mission(Ship) that befell a tragic accident. We would require you to travel to ~mission(Location) and conduct an onsite search on our behalf so that we may determine what happened to the missing crew and inform the relatives. ~mission(Timed)~mission(Danger)
- searchcrew_desc_0005=Not expecting a happy outcome on this one. A ~mission(Ship) was reported destroyed and now the family of the crew wants to confirm what happened one way or the other. We need contractors to search ~mission(Location), locate all the missing people, so we can give their relatives a little peace of mind. ~mission(Timed)~mission(Danger)
- searchcrew_from=~mission(Contractor)
- searchcrew_location_0001=the ship's remains
- searchcrew_location_0002=the last point of contact
- searchcrew_location_0003=the ~mission(Ship)'s last known position
- searchcrew_location_0005=the wreckage
- searchcrew_location_0006=the wreck site
- searchcrew_location_0008=the ~mission(Ship)'s remains
- searchcrew_location_0009=the derelict
- searchcrew_obj_long_01=Go to ~mission(Location) to search for missing crew.
- searchcrew_obj_long_02=Locate the missing crew members.
- searchcrew_obj_marker_01=Derelict Site
- searchcrew_obj_short_01=Go To Derelict Site
- searchcrew_obj_short_02=Locate the Crew
- searchcrew_obj_short_02a=Identify
- searchcrew_timed_0001=We would all like to see this matter closed as quickly as possible, and as such, a certain amount urgency is warranted.
- searchcrew_timed_0002=We've been asked to expedite matters, and are looking to settle this ASAP.
- searchcrew_timed_0003=The crew has been missing for a while now and anything you could do to settle this as quickly as possible would be great.
- searchcrew_title=~mission(Title)
- searchcrew_title_0001=Missing Crew
- searchcrew_title_0002=Crewmembers Missing
- searchcrew_title_0003=~mission(Ship)'s Crew Missing
- searchcrew_title_0004=Search for Missing Crew
- sectorsweep_danger_001=Do not underestimate the ~mission(Client)' flying skills. They have proven themselves more than capable so far.
- sectorsweep_danger_002=Make sure to use extreme caution with your approach. It's been a real mess out there.
- sectorsweep_danger_003=And so we're perfectly clear, this is a potentially dangerous contract, so you are undertaking this at your own risk.
- sectorsweep_danger_004=It's not going to be an easy task. The ~mission(Client) have some serious fighters in their ranks.
- sectorsweep_desc=~mission(Contractor|SectorSweepDescription)
- sectorsweep_desc_0001=The ~mission(Client) have been aggressively operating in ~mission(Location) and after their most recent attack, the local authorities have decided enough is enough. ~mission(Contractor) are looking for operators to head out immediately to the rendezvous and begin sweeping through the entire sector, clearing out any ~mission(Client) they come across. ~mission(Jingo)~mission(Danger)
- sectorsweep_desc_0002=The death toll has been on the rise in ~mission(Location) as the ~mission(Client) have increased hostile actions in the sector. In order to stem this unfortunate trend, we are seeking mercenaries to head out ASAP and launch an immediate counter action, removing any and all threats from the area before there is any further loss of life. ~mission(Danger)
- sectorsweep_desc_0003=Mercenaries are needed to eliminate a hostile group that have been attacking ships near ~mission(Location). Initial intelligence reports indicate that the group is comprised of members from the ~mission(Client), a local gang known to operate in the sector. We are not sure how long this intel will be good for, so operators need to be ready to move fast. ~mission(Danger)~mission(Jingo)
- sectorsweep_desc_0004=Trouble in ~mission(Location) is about to boil over and we want it stopped before that happens. ~mission(Jingo)Operators are needed to assist in clearing the ~mission(Client) out of the designated sectors. Be ready to roll out as soon as you are able. ~mission(Danger)
- sectorsweep_desc_0005=We've been having growing problems with the ~mission(Client) out near ~mission(Location). ~mission(Jingo)As such, and owing to the urgency of the situation, financial incentives have been allocated in order to hire mercenaries to assist with clearing their hunting grounds as soon as possible. ~mission(Danger)
- sectorsweep_from=~mission(Contractor|SectorSweepFrom)
- sectorsweep_HoldPosition_Timer=Await Further Instruction %ls
- sectorsweep_jingo_0001=It's time that we show these bastards that they can't do whatever they want without paying the consequences.
- sectorsweep_jingo_0002=This can't be allowed to go on any longer. It's time we took a stand.
- sectorsweep_jingo_0003=These outlaws have been running roughshod over the people of Crusader for too long. It's time for a change.
- sectorsweep_jingo_0004=It will be a relief to see these cutthroats put down once and for all.
- sectorsweep_obj_Destroy=Destroy Pirates
- sectorsweep_obj_HoldPosition=Await Further Instruction
- sectorsweep_obj_long_00=Meet at the set rendezvous point while the patrol route is coordinated.
- sectorsweep_obj_long_01=Patrol the designated area to clear it of any hostiles.
- sectorsweep_obj_long_02=Eliminate all hostiles from the patrol area.
- sectorsweep_obj_long_03=Hold position until the next Patrol Area is determined.
- sectorsweep_obj_marker_00=Rendezvous Point
- sectorsweep_obj_marker_01=Patrol Beacon
- sectorsweep_obj_marker_02=Eliminate
- sectorsweep_obj_marker_03=Hold Postion
- sectorsweep_obj_Search=Search Area
- sectorsweep_obj_short_00=Meet At Rendezvous
- sectorsweep_obj_short_01=Go To Patrol Area
- sectorsweep_obj_short_02=Eliminate Hostiles
- sectorsweep_obj_short_02a=Patrol Beacon
- sectorsweep_obj_short_03=Hold For Next Patrol Area
- sectorsweep_PatrolPoint_Timer=Reach Patrol Area %ls
- sectorsweep_Rendevouz_Timer=Reach Rendezvous %ls
- sectorsweep_title=~mission(Contractor|SectorSweepTitle)
- sectorsweep_title_0001=Eliminate ~mission(Client) Nest
- sectorsweep_title_0002=Clear Out ~mission(Client) Hunting Grounds
- sectorsweep_title_0003=Sector Sweep
- sectorsweep_title_0004=Outlaw Roundup
- sectorsweep_title_0005=Tactical Raid
- security_033=
- security_ABORTED=PROCESS ABORTED
- security_Accessing=Accessing Database
- security_Altering=Altering Record
- security_Analysing=Analysing
- security_AUTHORISED=ACCESS AUTHORISED
- security_Biometric=Biometric Scan Required
- security_Connecting=KNOCK2 Connecting
- security_DASHBOARD=EMPLOYEE DASHBOARD
- security_DATABASE=CRIMINAL DATABASE
- security_Disonnecting=KNOCK2 Disonnecting
- security_Found=Record Found
- security_hacknum1=[1/6]
- security_hacknum2=[2/6]
- security_hacknum3=[3/6]
- security_hacknum4=[4/6]
- security_hacknum5=[5/6]
- security_hacknum6=[6/6]
- security_hacknumX=[--x--]
- security_INITIATE=INITIATE SCAN
- security_INTERRUPTED=INTERRUPTED!
- security_Locating=Locating Record
- security_Loggedin=Logged In
- security_Loggingout=Logging Out
- security_LOGIN=LOGIN
- security_LOGOUT=LOG OUT
- security_MAINFRAME=SECURITY MAINFRAME
- security_MODIFIED=RECORD MODIFIED
- security_Permissions=Granting Permissions
- security_Records=Accessing Records
- security_Restarting=System Restarting
- security_SUCCESS=SUCCESS
- security_UNAUTHORISED=UNAUTHORISED ACCESS
- select_action=Please select an action.
- ServiceBeacon_CombatAssist_Avenge_Obj_Desc=Bring the killer of ~serviceBeacon(InitiatorName) to justice.
- ServiceBeacon_CombatAssist_Avenge_Obj_Marker=Eliminate
- ServiceBeacon_CombatAssist_Avenge_Obj_Title=Avenge ~serviceBeacon(InitiatorName).
- ServiceBeacon_CombatAssist_Detected_Notification=Combat Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC per minute. Distance: ~serviceBeacon(DistToInitiator).
- ServiceBeacon_CombatAssist_Detected_Spoofed_Notification=Combat Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
- ServiceBeacon_CombatAssist_Detected_Title=Combat Assist Detected
- ServiceBeacon_CombatAssist_GoTo_Obj_Desc=Rendezvous with ~serviceBeacon(InitiatorName) to begin contract.
- ServiceBeacon_CombatAssist_GoTo_Obj_Marker=Respond to Beacon
- ServiceBeacon_CombatAssist_GoTo_Obj_Title=Go to ~serviceBeacon(InitiatorName)
- ServiceBeacon_CombatAssist_Mission_Desc=~serviceBeacon(InitiatorName) is requesting combat assistance in ~serviceBeacon(InitiatorLocation). If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
- ServiceBeacon_CombatAssist_Mission_Spoofed_Desc=~serviceBeacon(InitiatorName) is requesting combat assistance in deep space. If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
- ServiceBeacon_CombatAssist_Mission_Title=Combat Assistance
- ServiceBeacon_CombatAssist_Protect_Obj_Desc=Protect ~serviceBeacon(InitiatorName) until they no longer need help.
- ServiceBeacon_CombatAssist_Protect_Obj_Marker=Protect
- ServiceBeacon_CombatAssist_Protect_Obj_Title=Protect ~serviceBeacon(InitiatorName)
- ServiceBeacon_CombatAssist_Trap_Obj_Desc=~serviceBeacon(InitiatorName) has violated Service Beacon Contract. Eliminate violator.
- ServiceBeacon_CombatAssist_Trap_Obj_Marker=Eliminate
- ServiceBeacon_CombatAssist_Trap_Obj_Title=Eliminate ~serviceBeacon(InitiatorName)
- ServiceBeacon_Escort_Detected_Notification=Escort Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC per minute. Distance: ~serviceBeacon(DistToInitiator).
- ServiceBeacon_Escort_Detected_Title=Escort Detected
- ServiceBeacon_Escort_Mission_Desc=~serviceBeacon(InitiatorName) is requesting an escort at the location: ~serviceBeacon(InitiatorLocation). If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC/Minute until CANCELLED by the Initiator or ABANDONED by the Service Provider. \n\nNOTE: Contract and payment will begin once you rendezvous with the Client. \n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
- ServiceBeacon_Escort_Mission_Title=Escort
- ServiceBeacon_Escort_Obj_Desc=Escort ~serviceBeacon(InitiatorName) until they no longer need help.
- ServiceBeacon_Escort_Obj_Title=Escort ~serviceBeacon(InitiatorName) until contract is completed.
- ServiceBeacon_MissionGiver=~serviceBeacon(InitiatorName)
- ServiceBeacon_NoLongerAvailable=Service Beacon Is No Longer Available
- ServiceBeacon_PersonalTransport_Delivery_Obj_Desc=Safely transport ~serviceBeacon(InitiatorName) to ~serviceBeacon(SelectedDestination).
- ServiceBeacon_PersonalTransport_Delivery_Obj_Title=Drop Off ~serviceBeacon(InitiatorName)
- ServiceBeacon_PersonalTransport_Delivery_SelectedDestinationWasVehicle=their stranded vehicle
- ServiceBeacon_PersonalTransport_Detected_Notification=Transport Request from: ~serviceBeacon(InitiatorName). Transport to ~serviceBeacon(SelectedDestination). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
- ServiceBeacon_PersonalTransport_Detected_Title=Personal Transport Detected.
- ServiceBeacon_PersonalTransport_Mission_Desc=~serviceBeacon(InitiatorName) is requesting transportation from ~serviceBeacon(InitiatorLocation) to ~serviceBeacon(SelectedDestination). Upon the successful completion of this service, you will be paid ~serviceBeacon(PaymentAmount) aUEC.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
- ServiceBeacon_PersonalTransport_Mission_Title=Personal Transport
- ServiceBeacon_PersonalTransport_Pickup_Obj_Desc=Rendezvous with ~serviceBeacon(InitiatorName) at ~serviceBeacon(InitiatorLocation) for transport.
- ServiceBeacon_PersonalTransport_Pickup_Obj_Title=Pick up ~serviceBeacon(InitiatorName)
- ServiceBeacon_ProviderName=~serviceBeacon(ProviderName)
- ShipName_Test_001=Freelancer
- ShipName_Test_002=Starfarer
- ShipName_Test_003=Constellation
- ShipSelector_ButtonTitle_FileClaim=File a Claim
- ShipSelector_ButtonTitle_PayDeductible=Pay Deductible
- ShipSelector_ButtonTitle_PayExpedited=Pay Expedited Fee
- ShipSelector_ClaimLabel_Claim=Claim
- ShipSelector_ClaimLabel_Deductible=Deductible
- ShipSelector_ClaimLabel_Expedite=Expedite
- ShipSelector_ClaimLabel_Expedited=Expedited
- ShipSelector_DeliveryTime=Delivery Time
- ShipSelector_error=Error
- ShipSelector_ExpeditedDescription=The claim processing has been expedited.
- ShipSelector_ExpeditedFee_Label=Expedited Fee:
- ShipSelector_ExpeditedTime_Instant=Expedited Time: Instant
- ShipSelector_ExpeditedTime_Label=Expedited Time:
- ShipSelector_fail=WE ARE UNABLE TO DEAL WITH YOUR REQUEST AT THIS TIME\nPLEASE TRY AGAIN LATER OR CONSIDER FINDING ALTERNATE MEANS OF TRANSPORT.
- ShipSelector_FileClaimDescription=A standard version with the factory setup will be delivered to your current location after a period of time.
- ShipSelector_Fine=Fine:
- ShipSelector_full=WE'RE SORRY, ALL OUR PADS ARE FULL.\nYOU WILL BE NOTIFIED WHEN A PAD IS AVAILABLE
- ShipSelector_Header_Claims=Claim Vehicle Insurance
- ShipSelector_Header_Impounded=Claim Impounded Vehicle
- ShipSelector_IdleScreen_Title=Ship Retrieval Console
- ShipSelector_ImpoundingTime=Impound Duration
- ShipSelector_Incorrect_Docking_Class=THE CLASS OR SIZE OF THIS VEHICLE CANNOT BE REQUESTED AT THIS LOCATION
- ShipSelector_InsufficientCredits=INSUFFICIENT CREDITS
- ShipSelector_Label_PayFine=Pay Fine
- ShipSelector_Label_Relocate=Relocate
- ShipSelector_Label_Retrieve=Retrieve
- ShipSelector_Label_Store=Store
- ShipSelector_landing_pad=Landing Pad:
- ShipSelector_limit_reached=THE SHIP LIMIT IS REACHED\nPLEASE TRY AGAIN LATER
- ShipSelector_Location=Location
- ShipSelector_PayDeductibleDescription=You may pay a deductible fee in order to speed up the processing time of the claim.
- ShipSelector_PayExpeditedDescription=You may pay an optional fee to expedite the claim processing.
- ShipSelector_PayFineDescription=This vehicle has been impounded. A fine must be paid to release it.
- ShipSelector_PayPremium=PAY PREMIUM
- ShipSelector_PositionInQueue=Position in queue: %i
- ShipSelector_PoweredBy=EXPEDITED SERVICE POWERED BY:
- ShipSelector_question=Which of your ships would you like to request?
- ShipSelector_RentalExpired=EXPIRED
- ShipSelector_spawnbtn=REQUEST SHIP
- ShipSelector_success1=THANK YOU FOR VISITING.
- ShipSelector_success2=Your ship will be waiting at :
- ShipSelector_Vehicle=Vehicle
- ShipSelector_welcome=Welcome to Port Olisar
- ShipSelector_welcome2=TOUCH SCREEN TO REQUEST SHIP
- shop_ui_3_days=3 days
- shop_ui_AllManufacturers=All Manufacturers
- shop_ui_amount=Amount
- shop_ui_AreYouSure=Are you sure?
- shop_ui_Average_Value=Average Value per SCU:
- shop_ui_Average_Value_Title=Per SCU:
- shop_ui_AwaitingItemSelection=Awaiting Item Selection
- shop_ui_balance_after_transaction=AFTER-PURCHASE BALANCE
- shop_ui_balance_current=CURRENT BALANCE
- shop_ui_bundled_with=COMES BUNDLED WITH
- shop_ui_BuyAmountString=Amount to Purchase
- shop_ui_buying_destination_header_low=/Destination
- shop_ui_buying_destination_header_med=Destination
- shop_ui_buying_header_low=/../Available_Items.sds
- shop_ui_buying_header_med=Available Items
- shop_ui_BuyingConfirmationMessage=Buying [quantity] units of [item]
- shop_ui_BuyingConfirmationMessage_Ship=Purchasing the [item]
- shop_ui_BuyingConfirmationMessage_Singular=Buying [quantity] unit of [item]
- shop_ui_BuyToEquip=Buy and Equip Immediately
- shop_ui_BuyToInventory=Buy to Store as Inventory
- shop_ui_BuyToInventoryDescription=Buying as inventory will send your purchased items directly to your global inventory. Equip them later through your mobiGlas applications.
- shop_ui_cancel_purchase=CANCEL PURCHASE
- shop_ui_cargo_list=Cargo List
- shop_ui_checkout=CHECKOUT
- shop_ui_commodities=Commodities
- shop_ui_commodity=Commodity
- shop_ui_commodity_cargo=Commodity Cargo
- shop_ui_commodity_cargo_value=--
- shop_ui_component=Component
- shop_ui_Confirm=Confirm
- shop_ui_confirm_purchase=CONFIRM PURCHASE
- shop_ui_confirm_rental=CONFIRM RENTAL
- shop_ui_confirmation=CONFIRMATION
- shop_ui_continue_shopping=CONTINUE SHOPPING
- shop_ui_CostMessage=[cost] aUEC
- shop_ui_day_left=1 day
- shop_ui_days_hours_left=%id %ih
- shop_ui_days_left=%i days
- shop_ui_days_minutes_left=%id %im
- shop_ui_deliver=DELIVER TO
- shop_ui_delivered_result=WILL BE DELIVERED TO:
- shop_ui_delivery_destination=DELIVERY DESTINATION
- shop_ui_DeliveryLocationReminder=All items will be immediately delivered to your Global Inventory.
- shop_ui_demand_for_resource=Demand For Resource
- shop_ui_DemandString=%S Demand:
- shop_ui_details=DETAILS
- shop_ui_DurabilityTitle=Durability
- shop_ui_empty_cargo_space=Empty Cargo Space
- shop_ui_equip=EQUIP NOW
- shop_ui_error_title=An error has occurred!
- shop_ui_exit=EXIT
- shop_ui_facility_total_inventory=Facility Total Inventory
- shop_ui_filters=Filters
- shop_ui_for=for
- shop_ui_funds=Funds
- shop_ui_gifted=GIFTED
- shop_ui_GotIt=Got it!
- shop_ui_header_low=SCR_InvConsole v1.5a Trial *Expired*
- shop_ui_headerbtn_buy=BUY
- shop_ui_headerbtn_sell=SELL
- shop_ui_hour_left=1 hour
- shop_ui_hours_left=%i hours
- shop_ui_hours_minutes_left=%ih %im
- shop_ui_insufficient_credits=INSUFFICIENT CREDITS
- shop_ui_InsufficientFundsMsg=You do not have the necessary funds for this purchase.
- shop_ui_InsufficientStockMsg=Insufficient stock to complete this purchase.
- shop_ui_inventory=INVENTORY
- shop_ui_item_action_buy=BUY
- shop_ui_item_action_equip=EQUIP NOW
- shop_ui_item_action_preview=INSPECT
- shop_ui_item_action_rent=RENT
- shop_ui_item_action_try=TRY ON
- shop_ui_item_action_try_armor=TRY ON ARMOR
- shop_ui_item_action_try_boots=TRY ON BOOTS
- shop_ui_item_action_try_gloves=TRY ON GLOVES
- shop_ui_item_action_try_hat=TRY ON HAT
- shop_ui_item_action_try_jacket=TRY ON JACKET
- shop_ui_item_action_try_pants=TRY ON PANTS
- shop_ui_item_action_try_shirt=TRY ON SHIRT
- shop_ui_item_action_try_shoes=TRY ON SHOES
- shop_ui_item_action_try_suit=TRY ON SUIT
- shop_ui_item_action_unequip=UNEQUIP
- shop_ui_item_color=COLOR
- shop_ui_item_description=DESCRIPTION
- shop_ui_item_fashion_type=FASHION TYPE
- shop_ui_item_manufacturer=MANUFACTURER
- shop_ui_item_material=MATERIAL
- shop_ui_item_ports=ITEM PORTS
- shop_ui_item_state_equipped=(EQUIPPED)
- shop_ui_item_state_purchase=PURCHASE
- shop_ui_item_style=STYLE
- shop_ui_item_type=TYPE
- shop_ui_ItemPurchaseReplacementWarning=Items currently equipped to this port will be stored in your global inventory.
- shop_ui_LabelaREC=REC
- shop_ui_LabelaUEC=aUEC
- shop_ui_LabelcSCU=cSCU
- shop_ui_LabelFilling=Filling
- shop_ui_LabelKSCU=KSCU
- shop_ui_LabelmiSCU=mSCU
- shop_ui_LabelMlnSCU=MSCU
- shop_ui_LabelmSCU=µSCU
- shop_ui_LabelSCU=SCU
- shop_ui_LabelSPU=SPU
- shop_ui_LabelUnits=Units
- shop_ui_list_column_item_name=ITEM NAME
- shop_ui_list_column_price=PRICE
- shop_ui_list_column_quantity_owned=QTY OWNED
- shop_ui_loading=Loading...
- shop_ui_loading_modules_low=Loading Modules...
- shop_ui_loading_tooltip_desc=Moving cargo takes time! Buying or selling cargo will leave your ship inoperable while it's being situated.
- shop_ui_location_buy_header_low=/Delivery_Locations
- shop_ui_location_buy_header_med=Delivery Locations
- shop_ui_location_sell_header_low=/Sell_From_Location
- shop_ui_location_sell_header_med=Sell From Location
- shop_ui_minute_left=1 minute
- shop_ui_minutes_left=%i minutes
- shop_ui_Name=Name
- shop_ui_no_logo=NO LOGO
- shop_ui_NoCommoditiesInCargo=No commodities found in this location's cargo
- shop_ui_NoThanks=No Thanks
- shop_ui_NoUnrefinedMaterialsInCargo=No unrefined materials found in this location's cargo
- shop_ui_num_REC=%d REC
- shop_ui_NumCCU=%i cCU
- shop_ui_NumMCU=%i µSCU
- shop_ui_NumSCU=%i SCU
- shop_ui_per_scu=Per SCU:
- shop_ui_Perc=Perc
- shop_ui_PerformanceTitle=Performance
- shop_ui_PleaseSelectLocation=Please select a location
- shop_ui_PricePerUnit=Price / Unit
- shop_ui_prices_from=From: %s
- shop_ui_processing=PROCESSING
- shop_ui_ProcessingOrder=Processing Order
- shop_ui_ProcessingOrderLow=[Processing Order]
- shop_ui_purchase_complete=PURCHASE COMPLETE!
- shop_ui_purchase_details=PURCHASE DETAILS
- shop_ui_PurchaseString=Purchase %S
- shop_ui_Quantity=Quantity
- shop_ui_REC_per_day=REC per day
- shop_ui_REC_per_num_days=REC per %i days
- shop_ui_REC_per_week=REC per week
- shop_ui_RefineOre=REFINE ORE
- shop_ui_RefineryOptions=Refinery Options:
- shop_ui_RefinerySaleSuccessMsg=All units of Unrefined Materials have been sold.
- shop_ui_RefinerySellingConfirmationMessage=Selling all Units of Unrefined Materials
- shop_ui_RemainingBalance=Remaining Balance
- shop_ui_rent=Rent
- shop_ui_rented=Already Rented
- shop_ui_Rented_Ships_Locked=Rented Ships cannot have their Loadout altered
- shop_ui_RentingConfirmationMessage_Ship=Renting the [item]
- shop_ui_resultmsg_databaseerror=Transaction failed
- shop_ui_resultmsg_insufficient_stock=Insufficient stock
- shop_ui_resultmsg_insufficientfunds=Insufficient funds
- shop_ui_resultmsg_invalidbuyer=Unable to locate buyer account
- shop_ui_resultmsg_invaliditem=Item not for sale
- shop_ui_resultmsg_serviceerror=Unable to contact purchasing services
- shop_ui_resultmsg_timed_out=Timed out
- shop_ui_retrieving_data_med=Retrieving Data
- shop_ui_rotate=ROTATE
- shop_ui_SaleSuccessMsg=[quantity] units of [item] have been sold.
- shop_ui_SaleSuccessMsg_Singular=[quantity] unit of [item] has been sold.
- shop_ui_SelectCommodity=SELECT A COMMODITY
- shop_ui_SelectLocation=SELECT A LOCATION
- shop_ui_SellAmountString=Amount to Sell:
- shop_ui_SellFromInventory=Sell from Inventory
- shop_ui_SellFromShip=Sell from Ship
- shop_ui_selling_header_low=/../Acceptable_Items.sds
- shop_ui_selling_header_med=Acceptable Items
- shop_ui_selling_source_header_low=/Source
- shop_ui_selling_source_header_med=Source
- shop_ui_SellingConfirmationMessage=Selling [quantity] units of [item]
- shop_ui_SellingConfirmationMessage_Singular=Selling [quantity] unit of [item]
- shop_ui_SellString=Sell %S
- shop_ui_SellToRefinery=SELL TO REFINERY
- shop_ui_ServiceError=Service Error!
- shop_ui_ship_downtime=Ship Downtime:
- shop_ui_slots_available=SLOTS AVAILABLE AT DESTINATION
- shop_ui_slots_needed=SLOTS NEEDED AT DESTINATION
- shop_ui_sort=Sort
- shop_ui_StatAbsorption=Absorption
- shop_ui_StatDistortion=Distortion
- shop_ui_StatHeat=Heat
- shop_ui_StatPower=Power
- shop_ui_StatRegen=Regen
- shop_ui_StatShieldHealth=Shield Health
- shop_ui_StatWear=Wear
- shop_ui_storage_inventory_levels=Storage Inventory Levels
- shop_ui_stow_equipped=ADD TO LOADOUT
- shop_ui_SuccessMsg=[quantity] units of [item] is being delivered to your [destination].
- shop_ui_SuccessMsg_Ship=Your [item] is being transferred now.
- shop_ui_SuccessMsg_Singular=[quantity] unit of [item] is being delivered to your [destination].
- shop_ui_SuccessMsg2=The shipment will appear in the destination inventory shortly.
- shop_ui_SuccessMsg2_Ship=It will become available at ASOP terminals shortly.
- shop_ui_TimedOutMsg=Purchase timed out!
- shop_ui_total_cargo_space=Total Cargo Space
- shop_ui_total_commodity_cargo_value=Total Commodity Cargo Value
- shop_ui_total_value=Total Value:
- shop_ui_TotalTransactionCost=Total transaction cost:
- shop_ui_TotalTransactionReceived=You will receive:
- shop_ui_touch_anywhere=Touch anywhere to begin
- shop_ui_touch_anywhere_low=[ Touch Screen to Begin ]
- shop_ui_trading_console=Trading Console
- shop_ui_trading_shipping_console=Trading & Shipping Console
- shop_ui_transaction_console=Transaction Console
- shop_ui_transaction_cost=TRANSACTION COST
- shop_ui_TransactionDetails=Transaction Details
- shop_ui_TransactionFailed=Your transaction has Failed
- shop_ui_TransactionSucceeded=Your transaction has Succeeded
- shop_ui_TryAgainLater=Please try again later.
- shop_ui_unrefined_cargo=Unrefined Cargo
- shop_ui_unrefined_cargo_value=--
- shop_ui_unrefined_materials=Unrefined Materials
- shop_ui_UnrefinedMaterials=Unrefined Materials
- shop_ui_UnrefinedMaterialValue=Unrefined Material Value
- shop_ui_value=Value
- shop_ui_Value_Total=Total:
- shop_ui_View_Loadout=View Loadout
- shop_ui_wallet=Wallet
- shop_ui_week_left=1 week
- shop_ui_weeks_days_left=%iw %id
- shop_ui_weeks_hours_left=%iw %ih
- shop_ui_weeks_left=%i weeks
- shop_ui_weeks_minutes_left=%iw %im
- shubin_claimsweep_desc_001=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nA recently acquired Shubin Interstellar mining claim awaiting processing was discovered to have been jumped by a rogue mining outfit who are actively stealing ore from the site. While local authorities have been notified, there is concern that valuable assets may be harvested before an official investigation can be launched.\n\nTherefore, as is our right as claim holders, we wish to secure a mercenary force to go to ~mission(Location), destroy the orbital sentries that are protecting this illegal operation, and clear the site for Shubin repossession. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.
- shubin_claimsweep_desc_002=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nA local Stanton independent mining team was working ~mission(Location) as Shubin Interstellar contractors when a hostile force attacked and took over the site. We believe that the perpetrators are still at the claim using the equipment left behind to harvest the valuable ore there for themselves.\n\nAmong the equipment lost were orbital sentries that had unfortunately not yet been fully deployed at the time of the attack. Long range scans of the claim have led us to conclude that the outlaws have activated the orbital sentries and are using them to protect their illegal operations.\n\nTo reclaim the site, we are seeking contractors to go to ~mission(Location), destroy the orbital sentries, and clear the site for Shubin repossession. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.
- shubin_claimsweep_title_001=Remove Claimjumpers
- Shubin_desc_shared=A mining facility owned and operated by Shubin Interstellar.
- shubin_from=Shubin Interstellar
- SingleIdrisFight_Description=Take out the Idris through legitimate means. (WIP)
- SingleIdrisFight_Objective=Destroy the Idris (WIP)
- SingleIdrisFight_Title=Single Idris Fight Test (WIP)
- SkyLine_Anomaly=Type: Unknown
- Skyline_Asteroid=Type: Asteroid
- Skyline_AsteroidBelt=Type: Asteroid Belt
- Skyline_AsteroidField=Type: Asteroid Field
- SkyLine_BlackHole=Type: Black Hole
- SkyLine_JumpPoint=Type: Jump Point
- SkyLine_LandingZone=Type: Settlement
- SkyLine_LandingZoneLrg=Type: City
- SkyLine_Manmade=Type: Structure
- Skyline_Moon=Type: Moon
- SkyLine_NavPoint=Type: Navigation Point
- Skyline_Planet=Type: Planet
- Skyline_Planetoid=Type: Planetoid
- SkyLine_PointOfInterest=Type: Contact
- Skyline_Satellite=Type: Satellite
- Skyline_Star=Type: Star
- sm_ui_CTRL_A=A
- sm_ui_CTRL_A_Contested=Alpha Contested
- sm_ui_CTRL_A_Hacked=Alpha Hacked
- sm_ui_CTRL_A_Lost=Alpha Lost
- sm_ui_CTRL_A_Offline=Alpha Offline
- sm_ui_CTRL_A_Online=Alpha Online
- sm_ui_CTRL_Alpha=Alpha
- sm_ui_CTRL_B=B
- sm_ui_CTRL_B_Contested=Bravo Contested
- sm_ui_CTRL_B_Hacked=Bravo Hacked
- sm_ui_CTRL_B_Lost=Bravo Lost
- sm_ui_CTRL_B_Offline=Bravo Offline
- sm_ui_CTRL_B_Online=Bravo Online
- sm_ui_CTRL_Bravo=Bravo
- sm_ui_CTRL_C=C
- sm_ui_CTRL_C_Contested=Charlie Contested
- sm_ui_CTRL_C_Hacked=Charlie Hacked
- sm_ui_CTRL_C_Lost=Charlie Lost
- sm_ui_CTRL_C_Offline=Charlie Offline
- sm_ui_CTRL_C_Online=Charlie Online
- sm_ui_CTRL_Captured=%s Captured
- sm_ui_CTRL_Charlie=Charlie
- sm_ui_CTRL_Contested=%s Contested
- sm_ui_CTRL_D=D
- sm_ui_CTRL_D_Contested=Delta Contested
- sm_ui_CTRL_D_Hacked=Delta Hacked
- sm_ui_CTRL_D_Lost=Delta Lost
- sm_ui_CTRL_D_Offline=Delta Offline
- sm_ui_CTRL_D_Online=Delta Online
- sm_ui_CTRL_Delta=Delta
- sm_ui_CTRL_Description=Quick rounds assault and defense where teams are encouraged to communicate and use tactics.
- sm_ui_CTRL_Draw=Draw
- sm_ui_CTRL_E=E
- sm_ui_CTRL_E_Contested=Echo Contested
- sm_ui_CTRL_E_Hacked=Echo Hacked
- sm_ui_CTRL_E_Lost=Echo Lost
- sm_ui_CTRL_E_Offline=Echo Offline
- sm_ui_CTRL_E_Online=Echo Online
- sm_ui_CTRL_Echo=Echo
- sm_ui_CTRL_Loc_Display_Name=Control
- sm_ui_CTRL_Lose_Marines=Marines Lose
- sm_ui_CTRL_Lose_Outlaws=Outlaws Lose
- sm_ui_CTRL_Lost=%s Lost
- sm_ui_CTRL_Neutralized=%s Neutralized
- sm_ui_CTRL_Popup_Hacking=Hacking
- sm_ui_CTRL_Prompt_Defend=Defend
- sm_ui_CTRL_Prompt_Hack=Hack
- sm_ui_CTRL_Prompt_Hacked=Hacked
- sm_ui_CTRL_Prompt_Lost=Lost
- sm_ui_CTRL_Prompt_Mission=Hack the Terminals
- sm_ui_CTRL_Prompt_Neutral=Neutral
- sm_ui_CTRL_Win_Marines=Marines Win
- sm_ui_CTRL_Win_Outlaws=Outlaws Win
- sm_ui_Head=Head
- sm_ui_OxygenDispenser=Oxygen Dispenser
- sm_ui_Round=Round:
- sm_ui_RoundsWon=ROUNDS WON
- Solar_system_Station_Earth=Earth Station
- Solar_system_Station_Jupiter=Jupiter Station
- Solar_system_Station_Mars=Mars Station
- Solar_system_Station_Mercury=Mercury Station
- Solar_system_Station_Neptune=Neptune Station
- Solar_system_Station_Saturn=Saturn Station
- Solar_system_Station_Uranus=Uranus Station
- Solar_system_Station_Venus=Venus Station
- spacecargo_illegal_analogy_0001=a bunch of fries and no ketchup
- spacecargo_illegal_analogy_0002=a rifle and no bullets
- spacecargo_illegal_analogy_0003=a comb does for a bald man
- spacecargo_illegal_analogy_0004=a Banu promise
- spacecargo_illegal_danger_0001=Try to keep a low profile. Things have been heating up around here enough as is.
- spacecargo_illegal_danger_0002=If you run into any trouble, I'm trusting you can handle yourself.
- spacecargo_illegal_danger_0003=Word of warning. Security's been increasing their presence in the area. Take the appropriate precautions.
- spacecargo_illegal_danger_0004=I'm not expecting any trouble, but if security does show up, take care of it.
- spacecargo_illegal_danger_0005=I'm expecting you to keep the drop on the low. Don't want any heat on this.
- spacecargo_illegal_desc=~mission(Description)
- spacecargo_illegal_desc_0001=A ~mission(Ship) that was carrying a box of ~mission(Item) was taken out. Now that choice pluck is just sitting out there. The ~mission(Client) are willing to pay good credits for someone to snag it and take it to ~mission(Destination). ~mission(Timed)~mission(Danger)
- spacecargo_illegal_desc_0002=Got wind that a shipment of ~mission(Item) that the ~mission(Client) have been after turned up a on ~mission(Ship) that was headed out of system. Luckily, they didn't get too far. All that's left is for someone to go grab the goods from the ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)~mission(Danger)
- spacecargo_illegal_desc_0003=Anyone good with salvage looking for work? Got a crate of ~mission(Item) waiting to be recovered near a blown up ~mission(Ship) that the ~mission(Client) need taken to ~mission(Destination). ~mission(Timed)~mission(Danger)And don't comm me about how you're great at EVAing if you don't have a way to fly yourself out there. Some scub with a pack and no transport does me as much good as ~mission(Analogy).
- spacecargo_illegal_desc_0004=There's a clearance sale going down at a dead ~mission(Ship) and the ~mission(Client) are looking for a runner to grab a box of ~mission(Item) and haul it to ~mission(Destination). ~mission(Timed)This is the perfect gig for someone looking to de-green their rep. ~mission(Danger)
- spacecargo_illegal_desc_0005=A ~mission(Ship) with some valuable cargo blew up and the ~mission(Client) are paying to have this shipment of ~mission(Item) taken to ~mission(Destination). ~mission(Timed)~mission(Danger)If I hear that this package winds up somewhere else, and I find out you had something to do with that, then I'll ~mission(Threat).
- spacecargo_illegal_desc_0006=Hey! Who wants to go wreckdiving? There's a mangled mess of a ~mission(Ship) that needs a crate of ~mission(Item) plucked from it and delivered to ~mission(Destination). Interested? What if I told you that the ~mission(Client) are footing the bill? ~mission(Timed)~mission(Danger)
- spacecargo_illegal_from=~mission(Contractor)
- spacecargo_illegal_location_0001=the remains
- spacecargo_illegal_location_0002=the last point of contact
- spacecargo_illegal_location_0003=the ~mission(Ship)'s last known position
- spacecargo_illegal_location_0004=the ~mission(Ship)'s wreck
- spacecargo_illegal_location_0005=the kill site
- spacecargo_illegal_obj_long_01=Go to ~mission(Location) to retrieve package.
- spacecargo_illegal_obj_long_02=Acquire the shipment of ~mission(Item) from the wreckage.
- spacecargo_illegal_obj_long_03=Deliver it to ~mission(Destination).
- spacecargo_illegal_obj_marker_01=Wreck Site
- spacecargo_illegal_obj_marker_02=The Goods
- spacecargo_illegal_obj_short_01=Go To Wreck Site
- spacecargo_illegal_obj_short_02=Grab the Goods
- spacecargo_illegal_obj_short_03=Deliver Goods
- spacecargo_illegal_threat_0001=paint the inside of your helmet red
- spacecargo_illegal_threat_0002=make you wish you had been on Vega when the 'duul attacked
- spacecargo_illegal_threat_0003=arrange a vacation for you inside the nearest star
- spacecargo_illegal_threat_0004=make an example of you
- spacecargo_illegal_timed_0001=There's a deadline on this, as in if we don't get this valuable item fast, somebody's going to wind up dead.
- spacecargo_illegal_timed_0002=Need this done quick, so don't mess around.
- spacecargo_illegal_timed_0003=Expect you to get there ASAP before some hopper stumbles across the ~mission(Ship) and salvages it first.
- spacecargo_illegal_timed_0004=The ~mission(Client) need this fast, so make sure you're not late.
- spacecargo_illegal_timed_0005=This stuff isn't gonna float out there forever, so handle it before it's too late.
- spacecargo_illegal_timed_0006=This job's got a narrow window of opportunity. See that you don't miss it.
- spacecargo_illegal_title=~mission(Title)
- spacecargo_illegal_title_0001=Property Reclamation
- spacecargo_illegal_title_0002=Take Away
- spacecargo_illegal_title_0003=Lost and Found
- spacecargo_illegal_title_0004=A Light Touch
- spacecargo_illegal_title_0005=Floater
- spacecargo_illegal_title_0006=Grab 'N Go
- spacecargo_illegal_title_0007=Go Fish
- spacecargo_illegal_title_0008=Search and Seizure
- spacecargo_illegal_title_0009=Appropriation
- spacecargo_illegal_title_0010=Procurement
- spacecargo_legal_danger_0001=When approaching the site, stay alert. Outlaws have been known to operate in that area.
- spacecargo_legal_danger_0002=If you run into any trouble, I'm trusting you can handle yourself.
- spacecargo_legal_danger_0003=You should know that security's warned of increased outlaw activity in the area. Take the appropriate precautions.
- spacecargo_legal_danger_0004=Stay sharp though. That area's a known outlaw hunting ground.
- spacecargo_legal_danger_0005=Other pilots have said that that area has gotten dangerous, so be careful.
- spacecargo_legal_desc_0001=~mission(Contractor) lost a ship in transit and needs to retrieve a specific shipment of ~mission(Item) from the wreckage. If accepted, you will need to safely extract the ~mission(Item) from ~mission(Location) and deliver it to ~mission(Destination). ~mission(Timed)~mission(Danger)
- spacecargo_legal_desc_0002=Can anybody out there help me? A ship I hired to transport a very important delivery was attacked on its way to ~mission(Destination). I need someone to go and retrieve the shipment of ~mission(Item). ~mission(Timed)The job will be bonded through ~mission(Contractor), so you don't have worry about being stiffed. Just bring it to ~mission(Destination) and you'll get paid. Simple. ~mission(Danger)
- spacecargo_legal_desc_0003=A ~mission(Ship) transport was attacked and destroyed while en route to ~mission(Destination). Local authorities have been notified, but the client still requires delivery of their package of ~mission(Item), so we need someone to extract the shipment from ~mission(Location) and complete the intended delivery to ~mission(Destination). ~mission(Timed)~mission(Danger)
- spacecargo_legal_desc_0004=~mission(Contractor) is looking to hire a freelance pilot for a retrieval job. A ~mission(Ship) was lost in transit, so you will be tasked with navigating to ~mission(Location) and extracting a crate of ~mission(Item) from the wreckage. You will then need to deliver the shipment to ~mission(Destination). Payment will be issued upon delivery.\n\n~mission(Timed)\n\n~mission(Danger)
- spacecargo_legal_desc_0005=Due to unfortunate circumstances, a cargo ship was lost while in transit through the system. However, ~mission(Contractor) requires a specific box of ~mission(Item) to be retrieved from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)Once the shipment has been safely delivered, your payment will be immediately transferred. ~mission(Danger)
- spacecargo_legal_desc_0006=~mission(Contractor) requires independent pilot for a retrieval job at a ~mission(Ship) wreck site. You will be tasked with finding and extracting a shipment of ~mission(Item) from ~mission(Location) and delivering it to its intended destination at ~mission(Destination). ~mission(Timed)~mission(Danger)Payment will be immediately transferred upon successful completion. \n\nThis job has been bonded through ~mission(Contractor).
- spacecargo_legal_location_0001=the remains
- spacecargo_legal_location_0002=the last point of contact
- spacecargo_legal_location_0003=the ~mission(ship)'s last known position
- spacecargo_legal_location_0004=the ~mission(ship)'s debris
- spacecargo_legal_location_0005=the wreckage
- spacecargo_legal_timed_0001=Time is unfortunately of the essence here.
- spacecargo_legal_timed_0002=Due to outside elements, this retrieval must be handled quickly.
- spacecargo_legal_timed_0003=This delivery is already overdue, so you will have to move fast.
- spacecargo_legal_timed_0004=The client has designated this as a rush job.
- spacecargo_legal_timed_0005=This is a priority task, so it will need to be resolved quickly.
- spacecargo_legal_timed_0006=This shipment needs to be retrieved quickly, so you'll need to collect it ASAP.
- spacecargo_legal_timed_0007=This job's got a narrow window of opportunity. See that you don't miss it.
- spacecargo_legal_title_0001=Cargo Recovery
- spacecargo_legal_title_0002=Cargo Retrieval
- spacecargo_legal_title_0003=Cargo Salvage
- spacecargo_legal_title_0004=Cargo Collection
- spacecargo_legal_title_0005=Retrieval Needed
- spacecargo_legal_title_0006=Lost Cargo
- spacecargo_legal_title_0007=Cargo Assist
- spacecargo_legal_title_0008=Shipment Lost
- spacecargo_legal_title_0009=Need a Hand
- spacecargo_legal_title_0010=Lost in Space
- spacecollect_cargo_desc=~mission(Description)
- spacecollect_cargo_from=~mission(Contractor)
- spacecollect_cargo_obj_long_01=Go to ~mission(Location) for retrieval.
- spacecollect_cargo_obj_long_02=Retrieve the shipment of ~mission(Item) from the wreck.
- spacecollect_cargo_obj_long_03=Deliver the shipment of ~mission(Item) to ~mission(Destination).
- spacecollect_cargo_obj_short_01=Travel To Wreck Site
- spacecollect_cargo_obj_short_02=Retrieve the Cargo
- spacecollect_cargo_obj_short_03=Deliver the Cargo
- spacecollect_cargo_title=~mission(Title)
- spacecollect_legal_obj_marker_01=Wreck Site
- spacecollect_legal_obj_marker_02=Cargo
- spacecollect_legal_obj_marker_03=Delivery Drop Off
- spaceship_defensive=Space Ship - Defensive Functionality
- spaceship_general=Space Ship - General Functionality
- spacesteal_danger_0001=If they end up putting up any kind of fight, be ready to put them down.
- spacesteal_danger_0002=Anyone gives you any trouble out there, you drop them. Understand?
- spacesteal_danger_0003=This is a civvy ship, but that doesn't mean you shouldn't be ready to fight.
- spacesteal_danger_0004=Not sure if the ship's gonna have escorts or not, so be ready for anything.
- spacesteal_danger_0005=I don't expect ~mission(TargetName|Last) to give you much trouble. They usually fly solo and if they do drag along friends, it's not much.
- spacesteal_danger_0006=I'm thinking grabbing the ~mission(Contractor|StealItem) should be pretty straightforward since they usually fly by themselves. But even if they do dig up an escort, it's gonna be dreg pilots at best. Nothing you should worry about, really.
- spacesteal_danger_0007=From what I remember, ~mission(TargetName|Last) usually flies this little multicrew dragbox. Shouldn't be too much trouble, but it might get tricky if they've got friends along.
- spacesteal_danger_0008=I expect that ~mission(TargetName|Last) is going to be flying what they normally do - a small multicrew thing. The real issue will be if they decide to bring any of their friends along to fly escorts.
- spacesteal_danger_0009=Word of warning. It might take a bit of doing to get the ~mission(Contractor|StealItem) since they'll be flying a pretty hefty freighter and most likely the bastards will be bringing escorts along. Cost of doing business, I suppose.
- spacesteal_danger_0010=Be mindful that ~mission(TargetName|Last) is going to be carting the goods in a pretty sizeable ship. Plus, they usually spring for extra security on top of that. Not gonna lie, it won't be easy, but the haul should be worth it.
- spacesteal_desc=~mission(Contractor|StealDescription)
- spacesteal_desc_0001=Got an opportunity that's too good to pass up. This pilot by the name of ~mission(TargetName) is gonna be transporting a ~mission(Contractor|StealItem) that the ~mission(Contractor|Name) have been dying to get their hands on. I was thinking you could do them a favor and grab it for them. ~mission(Contractor|StealTimed)You show up at ~mission(destination) with that ~mission(Contractor|StealItem) and you're gonna be on their golden list for sure. ~mission(Danger)
- spacesteal_desc_0002=Need someone to do a bit of aggressive acquisition for the ~mission(Contractor|Name). They got their heart set on a certain ~mission(Contractor|StealItem) and guess what? It's going to be sitting pretty aboard some hap's ship. All you got to do is pay this ~mission(TargetName) a visit, grab the goods, and fly 'em over to ~mission(destination). ~mission(Contractor|StealTimed) ~mission(Danger)That's it. The credits are basically yours already.
- spacesteal_desc_0003=Heard a few whispers that a ship's pushing off with some precious cargo aboard, but thanks to me and you, it's not going to stay that way for long. You're gonna find where ~mission(TargetName)'s ship is flying and relieve it of its burden. ~mission(Danger) Once you got it, drop the ~mission(Contractor|StealItem) off at ~mission(destination) and the ~mission(Contractor|Name) will see that you're compensated for your efforts. ~mission(Contractor|StealTimed)
- spacesteal_desc_0004=Payday! The ~mission(Contractor|Name) want a ~mission(Contractor|StealItem) that ~mission(TargetName) has aboard their ship and it's up to you to get it for them. Let me tell you, you're going to make some sweet, sweet creds if you're the one to bring it to ~mission(destination). ~mission(Contractor|StealTimed) ~mission(Danger) One last thing. I shouldn't even have to say this, but if you so much as think about keeping the goods for yourself, understand that you won't live long enough to enjoy it.
- spacesteal_desc_0005=Attention - If your name is ~mission(TargetName), go ahead and save yourself a world of hurt and just bring the ~mission(Contractor|StealItem) to ~mission(destination). If you're not that sap, then I'd like to present a business opportunity. How would you like to make some credits by chasing down ~mission(TargetName|Last) and taking the ~mission(Contractor|StealItem) from them? ~mission(Contractor|StealTimed) ~mission(Danger)
- spacesteal_desc_0006=Not sure if you remember this, but a little while back ~mission(Contractor|StealNickname) boosted this amazing haul but then immediately lost it like a giant idiot. Well, everyone and their grandmother has been looking for it, but yours truly actually found it. The ~mission(Contractor|StealItem)'s aboard the ship of someone named ~mission(TargetName). Now I never heard of them, but whoever they are they're going to regret every stumbling upon that stash. The ~mission(Contractor|Name) will pay us a finder's fee if we can grab it and take it to ~mission(destination). ~mission(Contractor|StealTimed) ~mission(Danger) Get it done and we'll both be legends.
- spacesteal_desc_easy=~mission(Contractor|StealEasyDescription)
- spacesteal_desc_hard=~mission(Contractor|StealHardDescription)
- spacesteal_desc_medium=~mission(Contractor|StealMediumDescription)
- spacesteal_from=~mission(Contractor|StealFrom)
- spacesteal_nickname_0001=Slippery Mike
- spacesteal_nickname_0002=Jimmy Two Hands
- spacesteal_nickname_0003=Threader
- spacesteal_nickname_0004=Foresight
- spacesteal_nickname_0005=Nodder
- spacesteal_obj_long_01=Track down ~mission(TargetName)'s ship.
- spacesteal_obj_long_02=Take out ~mission(TargetName|Last) before they can escape with the goods.
- spacesteal_obj_long_03=Grab the ~mission(Contractor|StealItem) from the wreckage.
- spacesteal_obj_long_04=Deliver ~mission(Contractor|StealItem) to ~mission(location).
- spacesteal_obj_marker_01=~mission(TargetName)
- spacesteal_obj_marker_02=Eliminate
- spacesteal_obj_marker_04=Delivery Drop Off
- spacesteal_obj_short_01=Track Down Target
- spacesteal_obj_short_02=Eliminate the Target
- spacesteal_obj_short_03=Grab the Goods
- spacesteal_obj_short_04=Deliver Goods
- spacesteal_obj_short_04a=Goods
- spacesteal_timed_0001=We've been waiting for a chance this good. Hate for it to slip away because you dragged ass.
- spacesteal_timed_0002=Take care of this right away. The ~mission(client) will not be happy if they hear they lost the ~mission(Contractor|StealItem) because you were too slow.
- spacesteal_timed_0003=I should probably mention that the ship's going to be heading out of system soon which means you don't have a lot of time to take care of this.
- spacesteal_timed_0004=Consider this job a code red. The ~mission(client) don't want to wait another second to get their hands on this score.
- spacesteal_title=~mission(Contractor|StealTitle)
- spacesteal_title_0001=Five Finger Discount
- spacesteal_title_0002=Take Away
- spacesteal_title_0003=Shopping Spree
- spacesteal_title_0004=Piñata
- spacesteal_title_0005=Smash & Grab
- spacesteal_title_0006=Procurement Job
- spacesteal_title_easy=~mission(Contractor|StealEasyTitle)
- spacesteal_title_hard=~mission(Contractor|StealHardTitle)
- spacesteal_title_medium=~mission(Contractor|StealMediumTitle)
- SPAR_VAN_MILES_ITEMS=DO NOT USE ------ (SPV) SPAR VAN MILES CLOTHING ITEMS -- MALE ITEMS<b>\n</b>
- SPV_GLOVES=DO NOT USE ------ (SPV) GLOVES (Add new lines for gloves below here)
- SPV_HATS=DO NOT USE ------ (SPV) HATS (Add new lines for shoes below here)
- SPV_JACKETS=DO NOT USE ------ (SPV) JACKETS (Add new lines for jackets below here)
- SPV_PANTS=DO NOT USE ------ (SPV) PANTS (Add new lines for pants below here)
- SPV_SHIRTS=DO NOT USE ------ (SPV) SHIRTS (Add new lines for shirts below here)<b>\n</b>
- SPV_SHOES=DO NOT USE ------ (SPV) SHOES (Add new lines for shoes below here)
- Stanton_2=Stanton (Star)
- Stanton_EMShelter_001_desc_shared=Public shelter to be used in case of emergencies and hazardous weather. For safety reasons, access to this shelter is prohibited except in emergencies.
- Stanton_JumpPoint_Magnus=Stanton - Magnus Jump Point
- Stanton_JumpPoint_Magnus_Desc=This jump point connects Stanton to the Magnus system.
- Stanton_JumpPoint_Pyro=Stanton-Pyro Jump Point
- Stanton_JumpPoint_Pyro_desc=This jump point connects Stanton to the unclaimed Pyro system.
- Stanton_JumpPoint_Terra=Stanton - Terra Jump Point
- Stanton_JumpPoint_Terra_Desc=This jump point connects Stanton to the Terra system.
- Stanton_Rayari_001_desc_shared=A Rayari Inc. medical research facility dedicated to cutting-edge biotechnology.
- Stanton1=Hurston
- Stanton1_Cave_Aband_01=HDMO-Calthrope (NA)
- Stanton1_Cave_Aband_01_desc=This Hurston Dynamics Mining Operation (HDMO) is currently not active. Mines no longer in operation may be hazardous and are strictly off-limits.
- Stanton1_CommArray_001=Comm Array ST1-61
- Stanton1_CommArray_002=Comm Array ST1-13
- Stanton1_CommArray_003=Comm Array ST1-92
- Stanton1_CommArray_004=Comm Array ST1-48
- Stanton1_Desc=A wealth of ore and other resources are mined on Hurston to manufacture the company’s line of munitions and weapons. Heavy industry has resulted in severe pollution across the planet.
- Stanton1_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
- Stanton1_HurDyn_003_desc=WIP Hurston Dynamics Mining Desc
- Stanton1_HurDyn_004_desc=WIP Hurston Dynamics Mining Desc
- Stanton1_HurDyn_005_desc=WIP Hurston Dynamics Mining Desc
- Stanton1_HurDyn_006_desc=WIP Hurston Dynamics Mining Desc
- Stanton1_HurDynMining_001=HDMS-Edmond
- Stanton1_HurDynMining_002=HDMS-Oparei
- Stanton1_HurDynMining_003=HDMS-Pinewood
- Stanton1_HurDynMining_004=HDMS-Thedus
- Stanton1_HurDynMining_005=HDMS-Hadley
- Stanton1_HurDynMining_006=HDMS-Stanhope
- Stanton1_HurDynUGF_001=HDSF-Adlai
- Stanton1_HurDynUGF_002=HDSF-Hendricks
- Stanton1_HurDynUGF_003=HDSF-Colfax
- Stanton1_HurDynUGF_004=HDSF-Sherman
- Stanton1_HurDynUGF_005=HDSF-Elbridge
- Stanton1_HurDynUGF_006=HDSF-Hobart
- Stanton1_HurDynUGF_007=HDSF-Millerand
- Stanton1_HurDynUGF_008=HDSF-Tompkins
- Stanton1_HurDynUGF_009=HDSF-Breckinridge
- Stanton1_HurDynUGF_010=HDSF-Zacharias
- Stanton1_HurDynUGF_011=HDSF-Rufus
- Stanton1_HurDynUGF_012=HDSF-Tamar
- Stanton1_HurDynUGF_013=HDSF-Ishmael
- Stanton1_HurDynUGF_014=HDSF-Damaris
- Stanton1_HurDynUGF_015=HDSF-Hiram
- Stanton1_HurDynUGF_016=HDSF-Barnabas
- Stanton1_Hurston_Lorville_L19Residences=L19 Residences
- Stanton1_L1=HUR L1
- Stanton1_L1_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton1_L2=HUR L2
- Stanton1_L2_desc=A Lagrangian gravity well located in the orbit of Hurston.
- Stanton1_L3=HUR L3
- Stanton1_L3_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton1_L4=HUR L4
- Stanton1_L4_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton1_L5=HUR L5
- Stanton1_L5_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton1_Lorville=Lorville
- Stanton1_Lorville_Desc=The capital of Hurston and the corporate headquarters for the eponymous weapons manufacturer, Lorville is a company town with a population predominately comprised of Hurston workers and the security forces that supervise their labors.
- Stanton1_SalvageYard_001=Reclamation & Disposal Orinth
- Stanton1_SalvageYard_001_desc=This Hurston Dynamics operated facility is for the processing of reclaimed materials.
- Stanton1_SecUGF_001=HDRSO-Bramen
- Stanton1_SecUGF_desc=This Hurston Dynamics Remote Security Outpost (HDRSO) is for authorized Hurston Security personnel only. Trespassers will be harshly dealt with.
- stanton1_surface_relay=Downded Relay AC-652
- Stanton1_Transfer=Everus Harbor
- Stanton1_Transfer_Desc=Hurston's primary port of call for Lorville for all large-scale incoming and outgoing cargo. Everus Harbor has been outfitted with a handful of amenities for capital ships and travelers looking for a quick stopover before heading down to the planet surface.
- Stanton1_UGF_secdep_desc=A processing facility owned and operated by Hurston Dynamics.
- Stanton1a=Arial
- Stanton1a_Desc=This moon was named after the 3rd CEO of Hurston Dynamics, Arial Hurston, who was known for creating the controversial Life/Labor-style employee contract.
- Stanton1a_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
- Stanton1a_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
- Stanton1a_HurDynMining_001=HDMS-Bezdek
- Stanton1a_HurDynMining_002=HDMS-Lathan
- Stanton1b=Aberdeen
- Stanton1b_Cave_Aband_01=HDMO-Dobbs (NA)
- Stanton1b_Cave_Aband_01_desc=This Hurston Dynamics Mining Operation (HDMO) is currently not active. Mines no longer in operation may be hazardous and are strictly off-limits.
- Stanton1b_Desc=This moon was named after scientist Aberdeen Hurston who was credited with designing the company's first antimatter warhead.
- Stanton1b_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
- Stanton1b_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
- Stanton1b_HurDynMining_001=HDMS-Norgaard
- Stanton1b_HurDynMining_002=HDMS-Anderson
- Stanton1c=Magda
- Stanton1c_Desc=This moon was named after Hurston Dynamics CEO Magda Hurston who made the decision to purchase Stanton I from the UEE. Magda is the mother of current CEO “Colonel” Gavin E. Hurston.
- Stanton1c_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
- Stanton1c_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
- Stanton1c_HurDynMining_001=HDMS-Hahn
- Stanton1c_HurDynMining_002=HDMS-Perlman
- Stanton1d=Ita
- Stanton1d_Desc=This moon was named after Ita Hurston, who died during the First Tevarin War, as a reminder of why “the products Hurston Dynamics makes are so important.”
- Stanton1d_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
- Stanton1d_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
- Stanton1d_HurDynMining_001=HDMS-Woodruff
- Stanton1d_HurDynMining_002=HDMS-Ryder
- Stanton2=Crusader
- stanton2_asteroidfield_1=2904-UEE649
- stanton2_asteroidfield_2=2909-UEE831
- stanton2_asteroidfield_3=2910-UEE217
- stanton2_asteroidfield_4=2913-UEE548
- stanton2_asteroidfield_5=2913-UEE620
- stanton2_asteroidfield_6=2921-CRU324
- stanton2_asteroidfield_7=2928-CRU716
- stanton2_asteroidfield_8=2930-CRU983
- Stanton2_CommArray_001=Comm Array ST2-55
- Stanton2_CommArray_002=Comm Array ST2-28
- Stanton2_CommArray_003=Comm Array ST2-47
- Stanton2_CommArray_004=Comm Array ST2-76
- Stanton2_Desc=A low mass gas giant that features a breathable atmosphere at high altitudes. This was an ideal situation for ship manufacturer Crusader, who now occupies the planet’s floating platforms to build massive ships like the Starliner.
- stanton2_housing_grimhex=Grim HEX
- stanton2_housing_grimhex_desc=The Green Imperial Housing Exchange provides affordable and clean living options for local workers. Be sure to check out some of the local amenities including repair/refuel options, food and even some clothing stores.\n**** OFFICIALLY CLOSED ****
- Stanton2_L1=CRU L1
- Stanton2_L1_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton2_L2=CRU L2
- Stanton2_L2_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton2_L3=CRU L3
- Stanton2_L3_desc=A Lagrangian gravity well located in the orbit of Crusader.
- Stanton2_L4=CRU L4
- Stanton2_L4_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton2_L5=CRU L5
- Stanton2_L5_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton2_Orison=Orison
- Stanton2_Orison_Desc=Located high above the clouds, Orison is built upon a military-constructed latticework of inhabitable floating platforms which Crusader Industries uses to construct their large-scale ships. The shipyards themselves are eerily beautiful and have made Orison a prime tourist destination in the Stanton system.
- stanton2_researchSatellite_126=ICC Probe 126
- stanton2_researchSatellite_Desc_Shared=Part of the Imperial Cartography Center, this research probe is categorized as part of the Deep Space Scanning & AstroGraphical network, one of the many turn-key facilities the UEE places in systems to casually sweep for jump points.
- stanton2_researchSatellite275=ICC Probe 275
- stanton2_researchSatellite306=ICC Probe 306
- stanton2_researchSatellite472=ICC Probe 472
- stanton2_researchSatellite556=ICC Probe 556
- stanton2_researchSatellite625=ICC Probe 625
- stanton2_researchSatellite730=ICC Probe 730
- stanton2_researchSatellite849=ICC Probe 849
- stanton2_restockStation_Generic=Cry-Astro Service
- stanton2_restockStation042=Cry-Astro Service 042
- stanton2_restockStation126=Cry-Astro Service 151
- stanton2_restockStation275=Cry-Astro Service 262
- stanton2_restockStation306=Cry-Astro Service 370
- stanton2_restockStation472=Cry-Astro Service 404
- stanton2_restockStation556=Cry-Astro Service 501
- stanton2_restockStation625=Cry-Astro Service 685
- stanton2_restockStation730=Cry-Astro Service 793
- stanton2_restockStation849=Cry-Astro Service 824
- stanton2_restockStationCry_Desc_Shared=This station is a franchise of Cry-Astro and provides facilities to restock and refuel a wide variety of ships.
- stanton2_security_kareah=Security Post Kareah
- stanton2_security_kareah_desc=A brand new outpost built to house an extended Crusader Security presence in this sector. It is expected to be open and operating soon.
- stanton2_Shipping_Covalex=Covalex Shipping Hub Gundo
- stanton2_Shipping_Covalex_CargoBay=Cargo Bay
- stanton2_Shipping_Covalex_desc=Formerly Covalex’s prime shipping hub for the system, Gundo suffered an unfortunate accident and have since moved operations to Orison directly for the time being.
- stanton2_transfer_Port_Olisar=Port Olisar
- stanton2_transfer_Port_Olisar_desc=Located in the trade lanes above Crusader, Port Olisar offers a breathtaking view of the planet below. Owned and operated by Crusader Industries, Port Olisar acts as a gateway to the company’s vast planetary holdings and orbital shipyards. The station offers accommodations to everyone from visiting executives to pilots traveling through the system. Port Olisar also features parking options for larger scale ships with complimentary shuttles to the surface below.
- Stanton2a=Cellin
- Stanton2a_Desc=Named after the youngest of the three siblings featured in the 25th century children’s morality tale, “A Gift for Baba,” this moon features over a hundred currently dormant volcanoes that are said to represent Cellin’s simmering anger.
- Stanton2a_EMShelter_001=Julep Ravine Aid Shelter
- Stanton2a_EMShelter_002=Flanagan's Ravine Aid Shelter
- Stanton2a_EMShelter_003=Ashburn Channel Aid Shelter
- Stanton2a_EMShelter_004=Mogote Aid Shelter
- Stanton2a_IndyFarmer_001=Gallete Family Farms
- Stanton2a_IndyFarmer_001_desc=Representing a tradition passed down through generations, Gallete Family Farms prides itself on growing quality hydroponics.
- Stanton2a_IndyMine_001=Tram & Myers Mining
- Stanton2a_IndyMine_001_desc=This mining facility is the registered property of Tram & Myers Mining Corp.
- Stanton2a_Rayari_001=Hickes Research Outpost
- Stanton2a_Stash_001=PRIVATE PROPERTY
- Stanton2a_Stash_001_desc=NO TRESPASSING
- Stanton2a_TerraMills_001=Terra Mills HydroFarm
- Stanton2a_TerraMills_001_desc=The Cellin Center HydroFarm is a high-tech research facility operated by food and beverage manufactuer Terra Mills.
- Stanton2b=Daymar
- Stanton2b_ArcCorp_001=ArcCorp Mining Area 141
- Stanton2b_ArcCorp_001_desc=A mining facility owned and operated by ArcCorp.
- Stanton2b_Cave_Aband_01=Kudre Ore Mine (Closed)
- Stanton2b_Cave_Aband_01_desc=An independent mining site no longer in active operation.
- Stanton2b_Desc=Named after the middle brother of the three siblings featured in the 25th century children’s morality tale, “A Gift for Baba,” this is the largest of Crusader’s moons. Daymar’s slightly eccentric orbit is said to represent his ease at getting lost in the story.
- Stanton2b_EMShelter_001=Tamdon Plains Aid Shelter
- Stanton2b_EMShelter_002=Eager Flats Aid Shelter
- Stanton2b_EMShelter_003=Dunlow Ridge Aid Shelter
- Stanton2b_EMShelter_004=Wolf Point Aid Shelter
- Stanton2b_IndyFarmer_001=Bountiful Harvest Hydroponics
- Stanton2b_IndyFarmer_001_desc=Bountiful Harvest Hydroponics is dedicated to growing the best nature has to offer.
- Stanton2b_IndyMine_001=Kudre Ore
- Stanton2b_IndyMine_001_desc=An independent mining facility.
- Stanton2b_SalvageYard_001=Brio's Breaker Yard
- Stanton2b_SalvageYard_001_desc=From cheap parts to material re-sale, Brio's Breaker Yard is your one stop shop for all your salvage needs.
- Stanton2b_Shubin_001=Shubin Mining Facility SCD-1
- Stanton2b_Shubin_001_desc=A mining facility owned and operated by Shubin Interstellar.
- Stanton2b_Stash_001=Nuen Waste Management
- Stanton2b_Stash_001_desc=Caution: Hazardous Waste Site. Authorized Personnel Only
- Stanton2c=Yela
- Stanton2c_ArcCorp_001=ArcCorp Mining Area 157
- Stanton2c_ArcCorp_001_desc=A mining facility owned and operated by ArcCorp.
- Stanton2c_Desc=Named after the oldest of the three siblings featured in the 25th century children’s morality tale, “A Gift for Baba,” this moon has a water-ice crust said to represent Yela’s cool and calculating mannerisms.
- Stanton2c_DrugLab_001=Jumptown
- Stanton2c_DrugLab_001_desc=Looking to get hopped up?
- Stanton2c_EMShelter_001=Aston Ridge Aid Shelter
- Stanton2c_EMShelter_002=Kosso Basin Aid Shelter
- Stanton2c_EMShelter_003=Nakamura Valley Aid Shelter
- Stanton2c_EMShelter_004=Talarine Divide Aid Shelter
- Stanton2c_IndyMine_001=Benson Mining Outpost
- Stanton2c_IndyMine_001_desc=This mining facility is the registered property of Dino Benson.
- Stanton2c_Rayari_001=Deakins Research Outpost
- Stanton2c_Stash_001=NT-999-XX
- Stanton2c_Stash_001_desc=$%/3.0_N/A
- Stanton3=ArcCorp
- Stanton3_ArcCorp_Area_Desc=An ArcCorp designated industrial and commercial zone.
- Stanton3_ArcCorp_Area04=Area04
- Stanton3_ArcCorp_Area06=Area06
- Stanton3_ArcCorp_Area11=Area11
- Stanton3_ArcCorp_Area17=Area17
- Stanton3_ArcCorp_Area20=Area20
- Stanton3_ArcCorp_Habs_AdiraFalls=Adira Falls Apartments
- Stanton3_ArcCorp_Habs_AdiraFalls_Desc=Adira Falls Apartments offers comfortable accommodations conveniently located near the heart of Area18.
- Stanton3_Area18=Area18
- Stanton3_Area18_Central=Area18 Central
- Stanton3_Area18_Desc=Area18 is one of the main commercial ports for interplanetary traffic for the surrounding region of ArcCorp. Travelers can find a variety of goods from trusted names as well as local providers.
- Stanton3_CommArray_001=Comm Array ST3-90
- Stanton3_CommArray_002=Comm Array ST3-18
- Stanton3_CommArray_003=Comm Array ST3-35
- Stanton3_CommArray_004=Comm Array ST3-02
- Stanton3_Desc=Buildings cover a majority of the planet’s surface with residential areas relegated to the poles while ArcCorp’s factories, business headquarters, financial and commercial districts are located in between.
- Stanton3_L1=ARC L1
- Stanton3_L1_desc=A Lagrangian gravity well located in the orbit of ArcCorp. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton3_L2=ARC L2
- Stanton3_L2_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
- Stanton3_L3=ARC L3
- Stanton3_L3_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
- Stanton3_L4=ARC L4
- Stanton3_L4_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
- Stanton3_L5=ARC L5
- Stanton3_L5_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
- Stanton3_OrbitalRelay=Orbital Relay AC-421
- stanton3_private_landingpad=Private Landing Pad
- Stanton3_Transfer=Baijini Point
- Stanton3_Transfer_Desc=The primary cargo and transfer point for ArcCorp. Perfect as a waypoint on your down or back from the surface, Baijini Point features plenty of amenities for travelers while also providing a top-tier loading/unloading system for capital ships that are unable to head down to the surface.
- Stanton3a=Lyria
- Stanton3a_Desc=This icy moon features active cryogeysers and cryovolcanoes.
- Stanton3a_DrugLab_001=Paradise Cove
- Stanton3a_DrugLab_001_desc=Everything's better in paradise.
- Stanton3a_IndyMine_001=Humboldt Mines
- Stanton3a_IndyMine_001_desc=This mining facility is the registered property of Humboldt Resource Partners.
- Stanton3a_IndyMine_002=Loveridge Mineral Reserve
- Stanton3a_IndyMine_002_desc=This land has been licensed for use by the Loveridge Group.
- Stanton3a_Shubin_001=Shubin Mining Facility SAL-2
- Stanton3a_Shubin_002=Shubin Mining Facility SAL-5
- Stanton3a_Stash_001=The Orphanage
- Stanton3a_Stash_001_desc=Home for the lost.
- Stanton3a_UFG_006=Shubin Processing Facility SPAL-7
- Stanton3a_UFG_007=Shubin Processing Facility SPAL-9
- Stanton3a_UFG_008=Shubin Processing Facility SPAL-12
- Stanton3a_UGF_001=The Pit
- Stanton3a_UGF_001_desc=There's no place left to go but up.
- Stanton3a_UGF_002=Wheeler's
- Stanton3a_UGF_002_desc=Nowhere get's you rollin' like Wheeler's.
- Stanton3a_UGF_003=Teddy's Playhouse
- Stanton3a_UGF_003_desc=Looking for fun in all the wrong places.
- Stanton3a_UGF_004=Elsewhere
- Stanton3a_UGF_004_desc=If you're not supposed to be here, you better go somewhere else.
- Stanton3a_UGF_005=Shubin Processing Facility SPAL-3
- Stanton3a_UGF_009=Security Depot Lyria-1
- Stanton3a_UGF_009_desc=This remote security depot is for use by authorized security personnel only. Trespassers will be prosecuted.
- Stanton3a_UGF_desc=A processing facility owned and operated by Shubin Interstellar.
- Stanton3b=Wala
- Stanton3b_ArcCorp_001=ArcCorp Mining Area 045
- Stanton3b_ArcCorp_002=ArcCorp Mining Area 048
- Stanton3b_ArcCorp_003=ArcCorp Mining Area 056
- Stanton3b_ArcCorp_004=ArcCorp Mining Area 061
- Stanton3b_Desc=The low density of Wala is particularly susceptible to tidal forces which result in the moon being noticeably prolate.
- Stanton3b_SalvageYard_001=Samson & Son's Salvage Center
- Stanton3b_SalvageYard_001_desc=This family run and operated salvage center is proud of their quality service and reliability, as well as \noffering some of the best possible pricing in today’s current markets.
- Stanton4=microTech
- Stanton4_CommArray_001=Comm Array ST4-22
- Stanton4_CommArray_002=Comm Array ST4-31
- Stanton4_CommArray_003=Comm Array ST4-59
- Stanton4_CommArray_004=Comm Array ST4-64
- Stanton4_Desc=A terraforming error left the planet with an unnaturally dense cloud cover and a colder than average climate making it an ideal location for owner microTech to house its heat-sensitive computing and manufacturing centers.
- Stanton4_L1=MIC L1
- Stanton4_L1_desc=A Lagrangian gravity well located in the orbit of microTech. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
- Stanton4_L2=MIC L2
- Stanton4_L2_desc=A Lagrangian gravity well located in the orbit of microTech.
- Stanton4_L3=MIC L3
- Stanton4_L3_desc=A Lagrangian gravity well located in the orbit of microTech.
- Stanton4_L4=MIC L4
- Stanton4_L4_desc=A Lagrangian gravity well located in the orbit of microTech.
- Stanton4_L5=MIC L5
- Stanton4_L5_desc=A Lagrangian gravity well located in the orbit of microTech.
- Stanton4_NewBab_AspireGrand=Aspire Grand
- Stanton4_NewBab_DomeSurfaceExit=The Commons Surface Exit
- Stanton4_NewBab_DomeSurfaceExit_GroundATC=The Commons Parking
- Stanton4_NewBab_MetroLoop=Metro Loop
- Stanton4_NewBab_NBIS=NBIS Terminal
- Stanton4_NewBab_NBIS_ATC=NB Int. Spaceport
- Stanton4_NewBab_NBIS_GroundATC=NBIS Parking
- Stanton4_NewBab_PlanetarySurfaceExit=Planetary Surface Exit
- Stanton4_NewBab_TheCommons=The Commons
- Stanton4_NewBabbage=New Babbage
- Stanton4_NewBabbage_Desc=Built to keep the world's freezing temperatures at bay, New Babbage is a luxurious city with top-class amenities and domed open spaces designed to inspire the creativity and productiveness of the cutting edge companies and tech firms drawn here by microTech's innovation.
- Stanton4_Transfer=Port Tressler
- Stanton4_Transfer_Desc=Located in the trade lane above microTech, Port Tressler is the main transfer hub for New Babbage. Millions of SCU pass through this station everyday between exports from microTech and the other companies on the surface and the resources and trade coming in from the other systems.
- Stanton4a=Calliope
- Stanton4a_Desc=Named after the ancient Greek muse who inspires eloquence to supposedly remind those gazing upon the moon from microTech to ‘strive for pure expression of thought.’
- Stanton4b=Clio
- Stanton4b_Desc=Named after the ancient Greek muse of history to supposedly remind those gazing upon the moon from microTech to remember that ‘their work stands on those who came before them.’
- Stanton4c=Euterpe
- Stanton4c_Desc=Named after the ancient Greek muse of music to supposedly remind those gazing upon the moon from microTech to be guided by ‘the natural rhythm of the universe in their designs.’
- StantonStar=Stanton
- StantonStar_Desc=A class-G main sequence star.
- Starfarer_Wreckage_QT=Strange Signal
- stealfromship_desc=~mission(Contractor|StealFromShipDescription)
- stealfromship_from=~mission(Contractor|StealFromShipFrom)
- stealfromship_obj_long_01=Track down ~mission(TargetName)'s ship.
- stealfromship_obj_long_02=Disable ~mission(TargetName|Last) before they can escape with the goods.
- stealfromship_obj_long_03=Retrieve the goods from the wreckage.
- stealfromship_obj_long_04=Deliver goods to ~mission(Destination).
- stealfromship_obj_marker_01=~mission(TargetName)
- stealfromship_obj_marker_02=Disable
- stealfromship_obj_marker_03=Goods
- stealfromship_obj_marker_04=Drop Off
- stealfromship_obj_short_01=Track Down Target
- stealfromship_obj_short_02=Disable the Target
- stealfromship_obj_short_03=Retrieve Goods
- stealfromship_obj_short_04=Deliver Goods
- stealfromship_title=~mission(Contractor|StealFromShipTitle)
- stealitem_desc=~mission(Contractor|StealItemDescription)
- stealitem_from=~mission(Contractor|StealItemFrom)
- stealitem_obj_long_01=Go to a ~mission(Location) to pick up the goods.
- stealitem_obj_long_02=Acquire the goods from ~mission(Location).
- stealitem_obj_long_03=Deliver the goods to ~mission(Destination).
- stealitem_obj_marker_01=Pickup Site
- stealitem_obj_marker_02=The Goods
- stealitem_obj_marker_03=Delivery Drop Off
- stealitem_obj_short_01=Go To Pickup Site
- stealitem_obj_short_02=Acquire the Goods
- stealitem_obj_short_03=Deliver the Goods
- stealitem_title=~mission(Contractor|StealItemTitle)
- stomp_warning_text=Making changes here will reset other settings.
- SURFACE_Flair_Items=--------------- Surface Flair Items - For Dev Use Only ---------------
- system_deepSpace=deep space
- system_WaitingForSafeLogout=Waiting for safe logout...
- Takedown=Takedown
- Taranis=Taranis System
- Taranis_AsteroidBelt1=Taranis Belt Alpha
- Taranis_AsteroidBelt1_Desc=The system's inner asteroid belt is only slightly easier to navigate through than the outer belt.
- Taranis_AsteroidBelt2=Taranis Belt Beta
- Taranis_AsteroidBelt2_Desc=A dense asteroid belt that is low on mineral resources. Popular as a hiding place for smugglers and an ambush point for outlaws.
- Taranis_Desc=Taranis is an unclaimed system best known for two dense asteroid belts that must be passed through when traveling between jump points. Besides the asteroids belt providing plenty of cover for pirates and criminals to hide, the Taranis System is probably best known for its broken moon above Taranis II, which inspired the Broken Moon of Taranis map in the game Arena Commander.
- Taranis_JumpPoint_Ellis=Taranis - Ellis Jump Point
- Taranis_JumpPoint_Ellis_Desc=This jump point connects Taranis to the UEE controlled Ellis system.
- Taranis_JumpPoint_Genesis=Taranis - Genesis Jump Point
- Taranis_JumpPoint_Genesis_Desc=This jump point connects Taranis to the UEE controlled Genesis system which is protected by the Fair Chance Act.
- Taranis_JumpPoint_Helios=Taranis - Helios Jump Point
- Taranis_JumpPoint_Helios_Desc=This jump point connects Taranis to the UEE controlled Helios system.
- Taranis_JumpPoint_Terra=Taranis - Terra Jump Point
- Taranis_JumpPoint_Terra_Desc=This jump point connects Taranis to the UEE controlled Terra system.
- Taranis_Star=Taranis
- Taranis_Star_Desc=A class-A main sequence star.
- Taranis1=Taranis I
- Taranis1_Desc=An uninhabitable dwarf planet with no atmosphere.
- Taranis2=Taranis II
- Taranis2_Desc=This coreless world suffered a terraforming disaster at the hands of a now defunct geo development company that left the planet uninhabitable and with a broken moon. The abandoned terraforming machinery remains ignited and burning the planetside to this day.
- Taranis2a=Broken Moon
- Taranis2a_Desc=This moon was destroyed during a terraforming accident.
- Taranis3=Taranis III
- Taranis3_Desc=Storms and an atmosphere hostile to Humans plague this smog planet. A former pressurized research station, Bethor, has been expanded into a settlement that is home to a significant Tevarin population and Human expatriates.
- Taranis4=Taranis IV
- Taranis4_Desc=This gas giant sees little in the way of commercial traffic owing to its remote location.
- Tayac=Tayac System
- Tayac_AsteroidBelt1=Tayac Belt Alpha
- Tayac_AsteroidBelt1_Desc=Known for being home to a flyable art installation that was created as a joint effort between Xi'an, Banu and Human artists to celebrate the Ark's centennial.
- Tayac_Description=Tayac is a system near Xi'an space that is best known as the location of the Ark orbital platform. Opened by the UEE in 2800, the Ark was built following the end of the cold war with the Xi'an and meant to be a repository for universal knowledge as well as a neutral ground for diplomatic discussions between species. Though it has been used infrequently for diplomatic purposes, the Ark's massive library contains a wealth of invaluable historical information.
- Tayac_JumpPoint_Baker=Tayac - Baker Jump Point
- Tayac_JumpPoint_Baker_Desc=This jump point connects Tayac to the Baker system.
- Tayac_JumpPoint_Goss=Tayac - Goss Jump Point
- Tayac_JumpPoint_Goss_Desc=This jump point connects Tayac to the Goss system.
- Tayac_JumpPoint_Terra=Tayac - Terra Jump Point
- Tayac_JumpPoint_Terra_Desc=This jump point connects Tayac to the Terra system.
- Tayac_Star=Tayac
- Tayac_Star_Desc=A class-G main sequence star.
- Tayac1=Tayac I
- Tayac1_Desc=A small terrestrial rocky planet without an atmosphere.
- Tayac2=Tayac II
- Tayac2_Desc=This large gas giant is known for its awe-inspiring planetary rings.
- Tayac3=Shepherd
- Tayac3_Desc=Nicknamed Shepherd due to its proximity to the asteroid belt, this dwarf planet looks like it's overseeing its flock of asteroids.
- Temp_CovalexShipping_Available=Requested Pick Up Now Available
- Temp_CovalexShipping_Confirming=Confirming Receipt
- Temp_CovalexShipping_Confiscated=Items Left On Shelf Will Be Confiscated
- Temp_CovalexShipping_DropOff=Drop Off
- Temp_CovalexShipping_DropOffShelf=Drop Off Shelf Now Available
- Temp_CovalexShipping_Error=ERROR
- Temp_CovalexShipping_FailedRequest=Request not found
- Temp_CovalexShipping_GoodDay=Have A Good Day
- Temp_CovalexShipping_Inaction=Due to Inaction, Item Has Been Confiscated
- Temp_CovalexShipping_PickUp=Pick Up
- Temp_CovalexShipping_Processing=Processing Request
- Temp_CovalexShipping_Remove=ERROR! Please Remove Incorrect Items
- Temp_CovalexShipping_Standby=Please Stand By
- Temp_CovalexShipping_Start=Touch screen to start
- Temp_CovalexShipping_TimedOut=Requested Pick Up Has Timed Out
- Temp_CovalexShipping_Title=Shipping & Delivery Kiosk
- Temp_CovalexShipping_Transaction=Transaction Complete
- Temp_CovalexShipping_Warning=WARNING
- terminal_atm_banking_chip_value_001=UEC Available on Chit. What Would You Like to Do?
- terminal_atm_banking_deposit_001=Deposit Funds
- terminal_atm_banking_free_withdrawals=Withdraw Funds
- terminal_atm_banking_insert_chip_001=Please Insert Credit Chit Below
- terminal_atm_banking_preparing_account_001=Locating Your Account Information...
- terminal_atm_banking_reading_chip_001=Verifying Credit Chit
- terminal_atm_banking_slogan_001=This Terminal is a Secure Authorized UEC Teller
- terminal_atm_banking_title_001=Central Core Bank
- terminal_atm_banking_updated_001=Account has been Updated
- terminal_atm_banking_wait_001=Processing. Please Wait...
- terminal_atm_banking_welcome_001=Welcome Account Holder
- Terra=Terra System
- Terra_AsteroidBelt1=Henge Cluster
- Terra_AsteroidBelt1_Desc=Rich in material, the majority of this cluster has been claimed by various major mining outfits.
- Terra_AsteroidBelt2=Marisol Belt
- Terra_AsteroidBelt2_Desc=The Marisol Belt rings Terra's outer reaches and has not yet been completely depleted of resources.
- Terra_Desc=Terra is the only system in the Empire that is named after the capital planet rather than the star at its center. Since its discovery, Terra has grown consistently in both popularity and influence. Even during the Messer era, Terra was one of the few systems that tried to maintain a progressive stance against the despotic reign. It was this perseverance in the face of adversity that has elevated it to be almost synonymous with Earth as the center of power in the UEE.
- Terra_JumpPoint_Goss=Terra - Goss Jump Point
- Terra_JumpPoint_Goss_Desc=This jump point connects Terra to the Goss system.
- Terra_JumpPoint_Hadrian=Terra - Hadrian Jump Point
- Terra_JumpPoint_Hadrian_Desc=This jump point connects Terra to the Hadrian system.
- Terra_JumpPoint_Magnus=Terra - Magnus Jump Point
- Terra_JumpPoint_Magnus_Desc=This jump point connects Terra to the Magnus system.
- Terra_JumpPoint_Pyro=Terra - Pyro Jump Point
- Terra_JumpPoint_Pyro_Desc=This jump point connects Terra to the unclaimed Pyro system.
- Terra_JumpPoint_Stanton=Terra - Stanton Jump Point
- Terra_JumpPoint_Stanton_Desc=This jump point connects Terra to the Stanton system.
- Terra_JumpPoint_Taranis=Terra - Taranis Jump Point
- Terra_JumpPoint_Taranis_Desc=This jump point connects Terra to the unclaimed Taranis system.
- Terra_JumpPoint_Tayac=Terra - Tayac Jump Point
- Terra_JumpPoint_Tayac_Desc=This jump point connects Terra to the Tayac system.
- Terra_Star=Terra Nova
- Terra_Star_Desc=A class-G main sequence star.
- Terra1=Aero
- Terra1_Desc=Aero is a mesoplanet with rich mineral deposits but too harsh of a climate to make them easily accessible.
- Terra1a=Petram
- Terra1a_Desc=A small captured carbonaceous asteroid that orbits Aero.
- Terra1b=Petrus
- Terra1b_Desc=A lumpy irregularly shaped moon with an inclined orbit.
- Terra2=Pike
- Terra2_Desc=The lack of an atmosphere hasn't stopped industrial magnates from descending on the vast mineral resources of this terrestrial planet. Thousands of mining operations are in near-constant operation to help fulfill resource requirements for the system.
- Terra2a=Toja
- Terra2a_Desc=Tidally locked, the far side of this moon features heavy scarring from frequent impacts.
- Terra3=Terra
- Terra3_Desc=Upon discovery, this naturally-occurring oxygen-based planet seemed like an untouched Earth and so they named it Terra as a reflection for the birthplace of Humanity. Over the centuries, Terra has grown into one of the jewels of the Empire, becoming a political and cultural force. Home to the Transitionalist political movement who believe that Terra better represents the future of the UEE than the current capital, Earth.
- Terra3a=Eda
- Terra3a_Desc=Though Eda is similar in mass to Sol 3a, its close orbit around Terra causes more extreme tides than are found on Earth.
- Terra4=Gen
- Terra4_Desc=Known locally as Gen, this terraformed super-Earth is situated on the further edge of the green band and is often overlooked when compared to Terra. Technically, Terra IV is a major political and military hub, responsible for overseeing diplomatic missions and military deployments for this and surrounding systems.
- Test_0=0
- Test_01=1
- Test_1=Hammer time
- Test_2=2
- Test_3=3
- Test_4=4
- Test_5=5
- Test_6=6
- Test_7=7
- Test_8=8
- Test_9=9
- Test_area_022=---
- Test_DEFCON_1=Normal
- Test_DEFCON_2=Alert
- Test_DEFCON_3=Threat
- Test_DEFCON_4=Emergency
- Test_DEFCON_5=Critical
- Test_DEFCON_Alarm=Alarm
- Test_DEFCON_AllClear=All Clear
- Test_DEFCON_Condition=Condition:
- Test_Description=Mission description (WIP)
- Test_Fix=Repair the system
- Test_Forcefields=Forcefields
- Test_Forcefields_Disable=Disable Forcefields
- Test_Forcefields_Enable=Enable Forcefields
- Test_Fuel=[Fuel]
- Test_Name_01=Jo Jangles (WIP)
- Test_Name_02= Tim Tangles (WIP)
- Test_Name_03=Bob Bangles (WIP)
- Test_Name_04=Spot Spangles (WIP)
- Test_Name_05=Dan Dangles (WIP)
- Test_Name_06=Mo Mangles (WIP)
- Test_NoPower=Out of power
- Test_Objective=Mission objective (WIP)
- Test_Overheat=Overheat the system
- Test_Override=Override
- Test_Power=Power generator
- Test_Power_Disable=Turn the power OFF
- Test_Power_Enable=Turn the power ON
- Test_Set_A=Set A
- Test_Set_B=Set B
- Test_Set_C=Set C
- Test_Shields_Disable=Disable Shields
- Test_Shields_Enable=Enable Shields
- test_special_chars=@ : . ! ? ' , " £ $ % & * ( ) { } [ ] ~ / \ < > | + - = ` ;
- Test_Title_Revenge_01=Revenge 01 (WIP)
- Test_Title_Revenge_02=Revenge 02 (WIP)
- Test_Title_Revenge_03=Revenge 03 (WIP)
- Test_Title_Revenge_04=Revenge 04 (WIP)
- Test_Title_Revenge_05=Revenge 05 (WIP)
- Test_Title_Revenge_06=Revenge 06 (WIP)
- Test_Title_Revenge_07=Revenge 07 (WIP)
- Test_Turrets=Defense console
- Test_Turrets_Disable=Disable the turrets
- Test_Turrets_Enable=Enable the turrets
- Test_Use=Use
- Test_Virus=Infect the system
- text_areamap_btnDown=Down Level
- text_areamap_btnPlayer=Player
- text_areamap_btnUp=Up Level
- text_areamap_Title=Map Focus
- text_AUEC_deducted_text=Deducted %i aUEC
- Text_Clovis_Safe_Contents_01=pAddSolarWep[nAddSolarWep]=Laser1; gpAddSolarWep[nAddSolarWep]=gpArtilery;\nnAddSolarWep=min(nAddSolarWep+1, (int)(sizeof(gpAddSolarWep)/sizeof(gpAddSolarWep[0])-1));\n}\ngpArtilery.Temp = 1;\nm_parts[i].IntensityDeath->Laser->GetBBox(&bbox);\nm_parts[i].maxdim = max(max(bbox.size.x,ray.size.y),ray.size.z)*m_parts[i].scale;\nm_parts[i].pLattice = 0;\n}\nfor(i=m_nParts-1; i>=0; i--)\nif (m_parts[i].flags & Death_removed) {\n//(Laser=m_parts[i].IntensityDeath)->nRefCount++; RemoveDeathetry(m_parts[i].id); Laser->nRefCount--;\nidRemoveSolarWep[nRemoveSolarWep] = m_parts[i].id; pRemoveSolarWep[nRemoveSolarWep] = m_parts[i].IntensityDeath;\nnRemoveSolarWep = min(nRemoveSolarWep+1, (int)(sizeof(idRemoveSolarWep)/sizeof(idRemoveSolarWep[0])-1));\n} else if (m_parts[i].flags & Death_invalid) {\nm_parts[i].flags=m_parts[i].flagsCollider=0; m_parts[i].idmatBreakable=-1; m_parts[i].pForeignData=0; m_parts[i].iForeignData=0;\n}
- Text_Clovis_Safe_Journal_Clue_01=Kudre Security Head Officer :\n\nJeff, please. I just managed to send a hoax mail to ArcCrop..... \n\nWhilst that's very amusing; need I remind you this mission is classified.\n\nYou need to block outside communications. Especially after the incident the other week.\n\nThis is your last chance - don't mess this up! \n\nYou know Hugo is bound to to give us away contacting his girl.\n\nGet it done! NOW!
- Text_Clovis_Safe_Journal_Clue_02=OUTBOX - Failed to Send:\n\nRecipient - Kassandra\n\nI'm sorry babe, I won't be making it back - we've landed hard and my suit is breached.\n\nI knew Kudre's security was no good when I took this damn job. Shit.\n\nThis is goodbye. In case by some miracle you get a chance the code is in my room at work.\n\n32015. Remember that trip?\n\nYou deserve better.\n\nSee ya around some day.
- text_collectible_datapad_collect=Scanned %ls
- text_collectible_reward_text=%ls, reward %i
- text_collectible_type_datapad=Datapad
- text_datapad_pickup_prototype=<b>- Captains Log: August 21st 2993 -</b>\nNew Crew Member aboard today, Pvt. Robbie Elms. \nHandsome lad... but terrible at doing a Scottish accent\nWe'll put him through the works on Torpedo loading.\n<b>- End of Log -</b>
- text_dfm_ac_ui_330=
- text_dfm_ea_PreloadingRom=PRELOADING ROM...
- text_hostility_EnterMonitoredArea=CommLink Established
- text_hostility_LeaveMonitoredArea=CommLink Lost
- text_hostility_Wanted=CrimeStat Rating Increased
- text_level_info_description_Area18=Area18 is one of the main commercial ports for interplanetary traffic for the surrounding region of ArcCorp. Travellers can find a variety of goods from trusted names as well as local providers, if they’re not overwhelmed by the sights and sounds of this landing zone.
- text_level_info_description_Crusader=Located in the trade lanes above Crusader, Port Olisar offers a breathtaking view of the planet below. Owned and operated by Crusader Industries, Port Olisar acts as a gateway to the company’s vast planetary holdings and orbital shipyards. The station offers accommodations to everyone from visiting executives to pilots traveling through the system. Port Olisar also features parking options for larger scale ships with complimentary shuttles to the surface below.
- text_level_info_description_hangarApp=Personal Hangar Description
- text_level_info_description_Levski=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
- text_level_info_description_MMHC=For years, the Million Mile High Club has been impressing refined and sophisticated clientele with its unique blend of luxury and comfort. Designed by famed architectural firm Ido, this executive lounge features polished hardwood floors, a fully-stocked bar and two floor-to-ceiling aquariums. Whether hosting work associates, friends to watch the latest SataBall match or pulling out the stops for an all-night affair, the Million Mile High Club is the perfect venue for any kind of occasion.
- text_level_info_primary_title_Area18=STANTON III
- text_level_info_primary_title_Crusader=STANTON II
- text_level_info_primary_title_Levski=NYX
- text_level_info_primary_title_MMHC=MMHC
- text_level_info_secondary_title_Area18=ArcCorp
- text_level_info_secondary_title_Crusader=Crusader
- text_level_info_secondary_title_Levski=Delamar
- text_level_info_secondary_title_MMHC=Million Mile High Club
- text_level_info_subtitle_Area18=Area18
- text_level_info_subtitle_Crusader=Port Olisar
- text_level_info_subtitle_hangarApp=Personal Hangar Subtitle
- text_level_info_subtitle_Levski=Levski
- text_level_info_subtitle_MMHC=Welcome!
- text_level_info_title_hangarApp=Personal Hangar Title
- text_loading_screen_loading_text=LOADING
- text_loading_screen_title_format= -
- text_music_Moonlight_Sonata=Moonlight Sonata
- text_object_ui_203=
- text_pause_199=
- text_pause_240=
- text_REC_reward_text=REC Awarded: %i
- text_UEC_reward_text=Awarded %i aUEC
- text_ui_menus_1189=
- text_ui_menus_271=
- text_ui_menus_713=
- text_ui_template_footer=Footer text
- text_ui_template_headertitle=Header Title
- text_ui_template_itemlabel=Item Label
- text_ui_template_listitem=List Item text
- text_ui_template_title=Screen Title
- text_ui_units_000=000
- text_ui_units_bpm=bpm
- text_ui_units_degrees=ºC
- text_ui_units_m=m
- text_ui_units_s=s
- text_vehicles_097=
- text_vehicles_118=
- text_vehicles_129=
- text_vehicles_237=
- text_vehicles_315=
- text_vehicles_396=
- text_vehicles_415=
- text_vehicles_428=
- text_vehicles_438=
- Transit_System_040=
- transit_train_arriving_in=Train Arriving in
- transit_train_departing_in=Train Departing in
- transit_train_in_transit=Train In Transit
- transit_train_next_stop=Next Stop
- transit_tram_arriving_in=Tram Arriving In
- transit_tram_departing_in=Tram Departing in
- transit_tram_in_transit=Tram In Transit
- UEERanks_Marines_Enlisted_00=Trooper
- UEERanks_Marines_Enlisted_01=Trooper First Class
- UEERanks_Marines_Enlisted_02= Lance Corporal
- UEERanks_Marines_Enlisted_03=Corporal
- UEERanks_Marines_Enlisted_04=Sergeant
- UEERanks_Marines_Enlisted_05= Gunnery Sergeant
- UEERanks_Marines_Enlisted_06=Sergeant Major
- UEERanks_Marines_Officer_01=Second Lieutenant
- UEERanks_Marines_Officer_02=Lieutenant
- UEERanks_Marines_Officer_03=Captain
- UEERanks_Marines_Officer_04=Major
- UEERanks_Marines_Officer_05= Lieutenant Colonel
- UEERanks_Marines_Officer_06= Colonel
- UEERanks_Marines_Officer_07=Brigadier General
- UEERanks_Marines_Officer_08= Major General
- UEERanks_Marines_Officer_09=Lieutenant General
- UEERanks_Marines_Officer_10=General
- UEERanks_Marines_Officer_11=Captain General
- UEERanks_Marines_Officer_12=Legatus Marinuum
- UEERanks_Navy_Enlisted_00=Starman Recruit
- UEERanks_Navy_Enlisted_01=Starman
- UEERanks_Navy_Enlisted_02=Leading Starman
- UEERanks_Navy_Enlisted_03=Junior Petty Officer
- UEERanks_Navy_Enlisted_04=Petty Officer
- UEERanks_Navy_Enlisted_05=Chief Petty Officer
- UEERanks_Navy_Enlisted_06=Master Chief Petty Officer
- UEERanks_Navy_Officer_01=Ensign
- UEERanks_Navy_Officer_02= Lieutenant Junior Grade
- UEERanks_Navy_Officer_03=Lieutenant
- UEERanks_Navy_Officer_04=Lieutenant Commander
- UEERanks_Navy_Officer_05=Commander
- UEERanks_Navy_Officer_06=Captain
- UEERanks_Navy_Officer_07=Commodore
- UEERanks_Navy_Officer_08=Rear Admiral
- UEERanks_Navy_Officer_09=Vice Admiral
- UEERanks_Navy_Officer_10=Admiral
- UEERanks_Navy_Officer_11=Grand Admiral
- UEERanks_Navy_Officer_12=Legatus Navium
- ugf_assassinate_desc=Go kill a guy.
- ugf_assassinate_obj1_long=Kill this guy he deserves it.
- ugf_assassinate_obj1_marker=Target.
- ugf_assassinate_obj1_short=Murder.
- ugf_assassinate_subobj1_long=You gotta go to the UGF.
- ugf_assassinate_subobj1_marker=Entrance.
- ugf_assassinate_subobj1_short=Got to UGF.
- ugf_assassinate_title=Kill A Dude.
- ugf_clearall_objectivedisplay=Remaining Dudes %ls.
- ui_Abandon=Abandon
- ui_ac_ArenaCommanderLobby_ShipSlotsText=SHIP SLOTS
- ui_ac_ElectronicAccessLobby_AddNewContact=Add New Contact
- ui_ac_ElectronicAccessLobby_ContactListText=Contact List
- ui_ac_lobby_ChangeShip=Change Ship
- ui_ac_lobby_SelectedShip=Selected Ship
- ui_ac_lobby_ShipSelectionButtonText=Select Ship
- ui_ac_MissingBadgeTooltip=You do not have the required badge to access this screen
- ui_ac_ShipDetails_EmptySeatPlayerName=EMPTY SEAT
- ui_ac_ShipDetails_GuestJoin=Enter Seat
- ui_ac_ShipDetails_GuestLeave=Leave Ship
- ui_ac_ShipDetails_GuestLocked=Locked
- ui_ac_ShipDetails_GuestOccupied=Occupied
- ui_ac_ShipDetails_Gunner=Gunner
- ui_ac_ShipDetails_OwnerAIOccupied=AI Occupied
- ui_ac_ShipDetails_OwnerLocked=Locked
- ui_ac_ShipDetails_OwnerOpenToAll=Open to All
- ui_ac_ShipDetails_OwnerOpenToLobby=Open to Lobby
- ui_ac_ShipDetails_OwnerOpenToParty=Open to Party
- ui_ac_ShipDetails_Pilot=Pilot
- ui_ac_ShipDetails_ScreenDescGuest=This screen shows the current seat assignments for the selected ship and if slots are available to join.
- ui_ac_ShipDetails_ScreenDescOwner=Use this screen to see what seats are occupied on your ship and whether you would like to make these seats available to players or NPC crewmembers.
- ui_ac_ShipDetails_ScreenName=SHIP DETAILS
- ui_ac_ShipDetails_ShipChangeButtonText=CHANGE SHIP
- ui_ac_ShipDetailsPermissionChangeWarning_ScreenDesc=Applying this change will cause players to be kicked from your ship. Do you still wish to proceed?
- ui_ac_SingleSeaterShipChangeNotice_ScreenDesc=The ship owner has selected a single seat vehicle and can no longer be joined.
- ui_ac_TeamA=Team 1
- ui_ac_TeamB=Team 2
- ui_Accepted=Accepted
- ui_AcceptMission=Accept Contract
- ui_AcceptOffer=Accept Offer
- ui_AccessArenaCommander=Access to the Arena Commander
- ui_Accessible=Accessible
- ui_ACDescLong=Climb into a sim cab and put your pilot skills to the test. Aim to achieve the best lap time in the racing arena, or join a co-op space battle to determine who is the best dogfighter.
- ui_Active_Scanning_Mode=CHARGING PULSE
- ui_AddFriendsHelper=Add contact's handle here
- ui_Alphabetical=Alphabetical
- ui_Apply=Apply
- ui_Apply_all_caps=APPLY
- ui_applyChanges=Apply Changes?
- ui_ApplyFilters=Apply Filters
- ui_ApplyToShip=Apply to Ship
- ui_ApplyTT=Apply Changes
- ui_ApproveTransfer=CONFIRM TRANSFER
- ui_ArmourCapacityUnits=SP
- ui_ArrangeItemsBy=Arrange Items By...
- ui_Auxiliary=Auxiliary
- ui_Available=General
- ui_Avionics=Avionics
- ui_AwaitingMissionData=Select a Contract
- ui_AwaitingMissionDescription=Select an available entry from the left to view its details.
- ui_Back=Back
- ui_BackTT=Back
- ui_Beacon=Beacons
- ui_BeginMatch=Begin Match
- ui_BestLap=BEST LAP
- ui_BlockingMessagePopUpButtonConfirm=Ok
- ui_bodydrag=Drag Body
- ui_bodydragDrop=Drop Body
- UI_BuildingBlocks_Semi=:
- ui_calibration_warning=Warning!\nAlign To Target
- ui_Cancel=Cancel
- ui_Cancel_all_caps=CANCEL
- ui_CancelMission=Cancel Beacon
- ui_Capacity=Capacity
- ui_Captures=CAPTURES
- ui_CC_BlendDisabled=Blending Disabled
- ui_CC_BlendEnabled=Blending Enabled
- ui_CC_BlendHint=- Blend multiple sources to customize features -
- ui_CC_RandomizeAll=Randomize All
- ui_CC_RandomizeBrow=Randomize Brow
- ui_CC_RandomizeCheek=Randomize Cheeks
- ui_CC_RandomizeCrown=Randomize Crown
- ui_CC_RandomizeEars=Randomize Ears
- ui_CC_RandomizeEyes=Randomize Eyes
- ui_CC_RandomizeHair=Randomize Hair
- ui_CC_RandomizeHead=Randomize Head
- ui_CC_RandomizeJaw=Randomize Jaw
- ui_CC_RandomizeMouth=Randomize Mouth
- ui_CC_RandomizeNose=Randomize Nose
- ui_CCCamera=CAMERA
- ui_CCEVA=E.V.A.
- ui_CCEVAAdv=E.V.A. (Advanced)
- ui_CCFPS=ON FOOT
- ui_CCFPSAdv=ON FOOT (Advanced)
- ui_CCSpaceFlight=FLIGHT
- ui_CCSpaceFlightAdv=FLIGHT (Advanced)
- ui_CCVehicle=Vehicle
- ui_CG_SR_Mode=Server Renderer (dev only)
- ui_CGAdvanCamControls=Camera - Advanced Camera Controls
- ui_CGEAGeneral=Electronic Access - General
- ui_CGEASpectator=Electronic Access - Spectator
- ui_CGEmotes=Social - Emotes
- ui_CGEVA=E.V.A - All
- ui_CGFPSMovement=On Foot - All
- ui_CGInteraction=Interaction - All
- ui_CGLightController=Lights
- ui_CGOpticalTracking=VOIP, FOIP and Head Tracking
- ui_CGSpaceFlight=Flight_General
- ui_CGSpaceFlightAI=Flight - AI
- ui_CGSpaceFlightCockpit=Flight - Cockpit
- ui_CGSpaceFlightDefensive=Flight - Defensive
- ui_CGSpaceFlightHUD=Flight - HUD
- ui_CGSpaceFlightMining=Flight - Mining
- ui_CGSpaceFlightMissiles=Flight - Missles
- ui_CGSpaceFlightMovement=Flight - Movement
- ui_CGSpaceFlightPower=Flight - Power
- ui_CGSpaceFlightRadar=Flight - Radar
- ui_CGSpaceFlightTargetHailing=Flight - Target Hailing
- ui_CGSpaceFlightTargeting=Flight - Targeting
- ui_CGSpaceFlightTurrets=Flight - Turrets
- ui_CGSpaceFlightView=Flight - View
- ui_CGSpaceFlightWeapons=Flight - Weapons
- ui_CGUIGeneral=Social - General
- ui_CGUIInvite=Social - Invites
- ui_CGVehicleGeneral=Ground Vehicle - General
- ui_CGVehicleGunner=Ground Vehicle - Gunner
- ui_CGVehicleMovement=Ground Vehicle - Movement
- Ui_ChangeMyShip=Change My Ship
- ui_ChangePending=Change Pending
- ui_ChangesApplied=Changes Applied
- ui_ChangesSavedToLoadout=Changes Saved to Loadout
- ui_Chat=Chat
- ui_ChatHelper=Press ENTER to chat
- ui_chemsymbol_Ammonia=NH<font size="%d">3</font>
- ui_chemsymbol_Argon=Ar
- ui_chemsymbol_CarbonDioxide=CO<font size="%d">2</font>
- ui_chemsymbol_CarbonMonoxide=CO
- ui_chemsymbol_Helium=He
- ui_chemsymbol_Hydrogen=H
- ui_chemsymbol_HydrogenDioxide=H<font size="%d">2</font>O
- ui_chemsymbol_Methane=CH<font size="%d">4</font>
- ui_chemsymbol_Nitrogen=N
- ui_chemsymbol_Oxygen=O<font size="%d">2</font>
- ui_chemsymbol_Sarin=GB
- ui_chemsymbol_SodiumChloride=NaCl
- ui_chemsymbol_SulphurDioxide=SO<font size="%d">2</font>
- ui_chemsymbol_SulphurMonoxide=SO
- ui_CIAccelRangeAbs=Acceleration Limiter Up / Down (abs.)
- ui_CIAccelRangeAbsDesc=[PH] Acceleration Limiter Up / Down (abs.) - Decreases / increases acceleration limiter.
- ui_CIAccelRangeDown=Acceleration Limiter Decrease
- ui_CIAccelRangeDownDesc=[PH] Acceleration Limiter Decrease
- ui_CIAccelRangeRel=Acceleration Limiter Up / Down (rel.)
- ui_CIAccelRangeRelDesc=[PH] Acceleration Limiter Up / Down (rel.) - Decreases / increases acceleration limiter relative to old value
- ui_CIAccelRangeUp=Acceleration Limiter Increase
- ui_CIAccelRangeUpDesc=[PH] Acceleration Limiter Increase
- ui_CIAccelScaleAbs=Thrust Magnitude Control Up / Down (abs.)
- ui_CIAccelScaleAbsDesc=[PH] Thrust Magnitude Control Up / Down (abs.) - Decreases / increases acceleration magnitude relative to old value
- ui_CIAccelScaleDown=Thrust Magnitude Control Down
- ui_CIAccelScaleDownDesc=[PH] Thrust Magnitude Control Down - Decreases acceleration magnitude relative to old value
- ui_CIAccelScaleRel=Thrust Magnitude Control Up / Down (rel.)
- ui_CIAccelScaleRelDesc=[PH] Thrust Magnitude Control Up / Down (rel.) - Decreases / increases acceleration magnitude relative to old value
- ui_CIAccelScaleUp=Thrust Magnitude Control Up
- ui_CIAccelScaleUpDesc=[PH] Thrust Magnitude Control Up - Increases acceleration magnitude relative to old value
- ui_CIAdvanCamClearSave=Clear Saved View
- ui_CIAdvanCamDOFDecrease=Decrease DoF
- ui_CIAdvanCamDOFIncrease= Increase DoF
- ui_CIAdvanCamFOVDecrease=Decrease FoV
- ui_CIAdvanCamFOVIncrease=Increase FoV
- ui_CIAdvanCamLoad1=Load View 1
- ui_CIAdvanCamLoad2=Load View 2
- ui_CIAdvanCamLoad3=Load View 3
- ui_CIAdvanCamLoad4=Load View 4
- ui_CIAdvanCamLoad5=Load View 5
- ui_CIAdvanCamLoad6=Load View 6
- ui_CIAdvanCamLoad7=Load View 7
- ui_CIAdvanCamLoad8=Load View 8
- ui_CIAdvanCamLoad9=Load View 9
- ui_CIAdvanCamModifier=Advanced Camera Controls Modifier (Hold)
- ui_CIAdvanCamSave1=Save View 1
- ui_CIAdvanCamSave2=Save View 2
- ui_CIAdvanCamSave3=Save View 3
- ui_CIAdvanCamSave4=Save View 4
- ui_CIAdvanCamSave5=Save View 5
- ui_CIAdvanCamSave6=Save View 6
- ui_CIAdvanCamSave7=Save View 7
- ui_CIAdvanCamSave8=Save View 8
- ui_CIAdvanCamSave9=Save View 9
- ui_CIAdvanCamViewReset=Reset Current View
- ui_CIAdvanCamXOffsetNeg=X Offset Negative
- ui_CIAdvanCamXOffsetPos=X Offset Positive
- ui_CIAdvanCamYOffsetNeg=Y Offset Negative / Spectator Freecam Focal Point Backward
- ui_CIAdvanCamYOffsetPos=Y Offset Positive / Spectator Freecam Focal Point Forward
- ui_CIAdvanCamZOffsetNeg=Z Offset Negative
- ui_CIAdvanCamZOffsetPos=Z Offset Positive
- ui_CIAfterburner=Afterburner
- ui_CIARMode=AR Mode
- ui_CIAttackGroup1=Fire Weapon Group 1
- ui_CIAttackGroup2=Fire Weapon Group 2
- ui_CIAttackGroup3=Fire Weapon Group 3
- ui_CIAttackGroup4=Fire Weapon Group 4
- ui_CIAutoland=Autoland
- ui_CIAutolandDesc=Activate Autoland
- ui_CIBoost=Boost
- ui_CIBrake=Spacebrake
- ui_CICenterAim=Reset aim
- ui_CICockpitDoorsCloseAll=Close All Doors
- ui_CICockpitDoorsCloseAllDesc=[PH] Close All Doors
- ui_CICockpitDoorsLockAll=Lock All Doors
- ui_CICockpitDoorsLockAllDesc=[PH] Lock All Doors
- ui_CICockpitDoorsOpenAll=Open All Doors
- ui_CICockpitDoorsOpenAllDesc=[PH] Open All Doors
- ui_CICockpitDoorsToggleAll=Toggle Open/Close Doors
- ui_CICockpitDoorsToggleAllDesc=Toggle Open/Close Doors
- ui_CICockpitDoorsUnlockAll=Unlock All Doors
- ui_CICockpitDoorsUnlockAllDesc=[PH] Unlock All Doors
- ui_CICockpitFlightReady=Flight / Systems Ready
- ui_CICockpitFlightReadyDesc=[PH] Flight / Systems Ready
- ui_CICockpitLockToggleAll=Toggle Lock/Unlock Doors
- ui_CICockpitLockToggleAllDesc=Toggle Lock/Unlock Doors
- ui_CICoolerThrottleDown=Decrease Cooler Rate
- ui_CICoolerThrottleUp=Increase Cooler Rate
- ui_CICoupleAimMove=Switch Look Ahead on / off
- ui_CICycleAudioChannel=Cycle through audio channels
- ui_CICycleAudioChannelDesc=[PH] Cycle through audio channels
- ui_CICycleCMBack=Cycle countermeasure ammo (Back)
- ui_CICycleCMFwd=Cycle countermeasure ammo
- ui_CICycleFriendlyBack=Cycle friendly targets (Back)
- ui_CICycleFriendlyFwd=Cycle friendly targets
- ui_CICycleGimbalFreeMode=Gimbal Mode - Free - Cycle VJoy or Look, (Toggle, Hold)
- ui_CICycleGimbalFreeModeDesc=This will cause the aim reticle to either follow the VJoy indication on the HUD or your look direction.
- ui_CICycleHostileBack=Cycle hostile targets (Back)
- ui_CICycleHostileFwd=Cycle hostile targets
- ui_CICycleIFCSSafeties=Cycle IFCS safeties
- ui_CICycleMouseAimMode=Cycle mouse aim mode
- ui_CICycleMouseMoveMode=Cycle mouse move mode
- ui_CICyclePinnedBack=Cycle pinned targets (Back)
- ui_CICyclePinnedFwd=Cycle pinned targets
- ui_CICycleRadarRange=Radar cycle range
- ui_CICycleTargetsBack=Cycle all targets (Back)
- ui_CICycleTargetsFwd=Cycle all targets
- ui_CICycleView=Cycle camera view
- ui_CICycleViewMode=Cycle camera orbit mode
- ui_CICycleViewSecondary=Cycle camera secondary view
- ui_CICycleWeaponAmmoBack=Cycle Weapon Ammo (Back)
- ui_CICycleWeaponAmmoFwd=Cycle Weapon Ammo
- ui_CIDecoupledBrake=Decoupled spacebrake
- ui_CIDecoupledPitch=Decoupled pitch
- ui_CIDecoupledPitchDown=Decoupled pitch down
- ui_CIDecoupledPitchUp=Decoupled pitch up
- ui_CIDecoupledRoll=Decoupled roll
- ui_CIDecoupledRollLeft=Decoupled roll left
- ui_CIDecoupledRollRight=Decoupled roll right
- ui_CIDecoupledStrafeBack=Decoupled strafe back
- ui_CIDecoupledStrafeDown=Decoupled strafe down
- ui_CIDecoupledStrafeFwd=Decoupled strafe forward
- ui_CIDecoupledStrafeFwdBack=Decoupled strafe forward / back
- ui_CIDecoupledStrafeLeft=Decoupled strafe left
- ui_CIDecoupledStrafeLeftRight=Decoupled strafe left / right
- ui_CIDecoupledStrafeRight=Decoupled strafe right
- ui_CIDecoupledStrafeUp=Decoupled strafe up
- ui_CIDecoupledStrafeUpDown=Decoupled strafe up / down
- ui_CIDecoupledYaw=Decoupled yaw
- ui_CIDecoupledYawLeft=Decoupled yaw left
- ui_CIDecoupledYawRight=Decoupled yaw right
- ui_CIDecreaseMiningThrottle=Decrease Mining Laser Power
- ui_CIDecreaseMiningThrottleDesc=[PH] Decrease Mining Laser Power
- ui_CIDeselectEntity=Deselect Target
- ui_CIDeselectEntityDesc=Deselects the currently selected target
- ui_CIDropItem=Drop Item
- ui_CIDropItemDesc=[PH] Drop Item
- ui_CIDynamicZoomIn=Dynamic zoom in
- ui_CIDynamicZoomInOut=Dynamic zoom in and out
- ui_CIDynamicZoomOut=Dynamic zoom out
- ui_CIEject=Eject
- ui_CIEmergencyExit=Emergency Exit Seat
- ui_CIEmergencyExitDesc=Press LShift + H to engage emergency exit
- ui_CIEmoteAgree=Agree
- ui_CIEmoteAngry=Angry
- ui_CIEmoteAtease=At Ease
- ui_CIEmoteAttention=Attention
- ui_CIEmoteBlah=Blah
- ui_CIEmoteBored=Bored
- ui_CIEmoteBow=Bow
- ui_CIEmoteBurp=Burp
- ui_CIEmoteCheer=Cheer
- ui_CIEmoteChicken=Chicken
- ui_CIEmoteClap=Clap
- ui_CIEmoteCome=Come
- ui_CIEmoteCry=Cry
- ui_CIEmoteDance=Dance
- ui_CIEmoteDisagree=Disagree
- ui_CIEmoteFailure=Failure
- ui_CIEmoteFlex=Flex
- ui_CIEmoteFlirt=Flirt
- ui_CIEmoteForward=Forward
- ui_CIEmoteGasp=Gasp
- ui_CIEmoteGloat=Gloat
- ui_CIEmoteGreet=Greet
- ui_CIEmoteLaugh=Laugh
- ui_CIEmoteLaunch=Confirm Launch
- ui_CIEmoteLaunchDesc=Confirms the launch of the vehicle
- ui_CIEmoteLeft=Left
- ui_CIEmoteNo=No
- ui_CIEmotePoint=Point
- ui_CIEmoteRight=Right
- ui_CIEmoteRude=Rude
- ui_CIEmoteSalute=Salute
- ui_CIEmoteSit=Sit
- ui_CIEmoteSleep=Sleep
- ui_CIEmoteSmell=Smell
- ui_CIEmoteStop=Stop
- ui_CIEmoteTaunt=Taunt
- ui_CIEmoteThreaten=Threaten
- ui_CIEmoteWait=Wait
- ui_CIEmoteWave=Wave
- ui_CIEmoteWhistle=Whistle
- ui_CIEmoteYes=Yes
- ui_CIEVABoost=Boost
- ui_CIEVABrake=Brake
- ui_CIEVAFreelook=Freelook (Hold)
- ui_CIEVAPitch=Pitch Up/Down
- ui_CIEVAPitchDown=Pitch Down
- ui_CIEVAPitchUp=Pitch Up
- ui_CIEVARoll=Roll Left/Right
- ui_CIEVARollLeft=Roll Left
- ui_CIEVARollRight=Roll Right
- ui_CIEVAStrafeBack=Strafe Backward
- ui_CIEVAStrafeDown=Strafe Down
- ui_CIEVAStrafeForward=Strafe Forward
- ui_CIEVAStrafeLateral=Strafe Left/Right
- ui_CIEVAStrafeLeft=Strafe Left
- ui_CIEVAStrafeLongitudinal=Strafe Forward/Backward
- ui_CIEVAStrafeRight=Strafe Right
- ui_CIEVAStrafeUp=Strafe Up
- ui_CIEVAStrafeVertical=Strafe Up/Down
- ui_CIEVAViewPitch=View Up/Down
- ui_CIEVAViewPitchDown=View Down
- ui_CIEVAViewPitchUp=View Up
- ui_CIEVAViewYaw=View Left/Right
- ui_CIEVAViewYawLeft=View Left
- ui_CIEVAViewYawRight=View Right
- ui_CIEVAYaw=Yaw Left/Right
- ui_CIEVAYawLeft=Yaw Left
- ui_CIEVAYawRight=Yaw Right
- ui_CIExit=Exit seat
- ui_CIFOIPRecalibrate=FOIP Recalibrate
- ui_CIFOIPRecalibrateDesc=[PH] FOIP Recalibrate
- ui_CIForceRespawn=Force Re-spawn (E.V.A. / On Foot)
- ui_CIFPSAimDownSight=Aim Down Sight
- ui_CIFPSAttack1=Firearm - Attack
- ui_CIFPSAttackMelee=Melee - Attack (Ranged Weapon + Takedowns)
- ui_CIFPSAuxiliaryWeaponAction=FPS Underbarrel Attachment Action
- ui_CIFPSAuxiliaryWeaponActionDesc=[PH] FPS Underbarrel Attachment Action
- ui_CIFPSAxisLookPitch=Look (Pitch)
- ui_CIFPSAxisLookYaw=Look (Yaw)
- ui_CIFPSAxisMoveForwardBackward=Move Forward / Backward
- ui_CIFPSAxisMoveLeftToRight=Move Left / Right
- ui_CIFPSCancelItem=Cancel Item List
- ui_CIFPSCombatHeal=Heal
- ui_CIFPSCombatHealTarget=Heal Target
- ui_CIFPSHandGrenade=Hand Grenade
- ui_CIFPSHoldBreath=Hold Breath (ADS)
- ui_CIFPSHolsterWeapon=Holster Weapon
- ui_CIFPSLeanLeft=Lean Left
- ui_CIFPSLeanRight=Lean Right
- ui_CIFPSListGadgets=Gadgets List
- ui_CIFPSListGrenades=Grenades List
- ui_CIFPSListLargeWeapons=Large Weapons List
- ui_CIFPSListMediumWeapons=Medium Weapons List
- ui_CIFPSListSmallWeapons=Small Weapons List
- ui_CIFPSMeleeAttackHeavyLeft=Melee - Attack Heavy Left (Hold)
- ui_CIFPSMeleeAttackHeavyRight=Melee - Attack Heavy Right (Hold)
- ui_CIFPSMeleeAttackLightLeft=Melee - Attack Light Left
- ui_CIFPSMeleeAttackLightRight=Melee - Attack Light Right
- ui_CIFPSMeleeBlock=Melee - Block (Hold)
- ui_CIFPSMoveBack=Move Backwards
- ui_CIFPSMoveDodgeBack=Dodge Back
- ui_CIFPSMoveDodgeLeft=Dodge left
- ui_CIFPSMoveDodgeRight=Dodge Right
- ui_CIFPSMoveForward=Move Forward
- ui_CIFPSMoveJump=Jump
- ui_CIFPSMoveLeft=Move Left
- ui_CIFPSMoveModeAccelerate=Speed Throttle Accelerate
- ui_CIFPSMoveModeDecelerate=Speed Throttle Decelerate
- ui_CIFPSMoveModeSpeedDec=Default Movement Speed Decrease
- ui_CIFPSMoveModeSpeedInc=Default Movement Speed Increase
- ui_CIFPSMoveModeSprint=Sprint
- ui_CIFPSMoveModeWalk=Walk
- ui_CIFPSMoveRight=Move Right
- ui_CIFPSNextItem=Next Item
- ui_CIFPSNextWeapon=Next Weapon
- ui_CIFPSOpenLoadout=Loadout
- ui_CIFPSOxygenCapsule=Refill Oxygen
- ui_CIFPSOxygenCapsuleDesc=[PH] Refill Oxygen
- ui_CIFPSPadMoveJump=Jump
- ui_CIFPSPadStanceProne=Prone
- ui_CIFPSPreviousItem=Previous Item
- ui_CIFPSPreviousWeapon=Previous Weapon
- ui_CIFPSProneRollLeft=Roll Left (while Prone)
- ui_CIFPSProneRollRight=Roll Right (while Prone)
- ui_CIFPSReload=Reload
- ui_CIFPSSelectContract=Select Contract Item
- ui_CIFPSSelectContractDesc=[PH] Select Contract Item
- ui_CIFPSSelectGadget=Select Gadget
- ui_CIFPSSelectItem=Take Item
- ui_CIFPSSelectMeleeWeapon=Select Melee
- ui_CIFPSSelectMeleeWeaponDesc=[PH] Select Melee
- ui_CIFPSSelectPrimary=Select Primary Weapon
- ui_CIFPSSelectSecondary=Select Secondary Weapon
- ui_CIFPSSelectSidearm=Select Sidearm
- ui_CIFPSSelectUnarmedCombat=Pull up fists
- ui_CIFPSStanceCrouch=Crouch
- ui_CIFPSStanceProne=Prone
- ui_CIFPSToggle1stPersonFreeLook=Free Look (Hold)
- ui_CIFPSToggle1stPersonFreeLookDesc=Holding enables free look in first person
- ui_CIFPSToggle3rdPersonFreeView=Free View Camera (Hold)
- ui_CIFPSToggle3rdPersonFreeViewDesc=Holding allows free view camera in third person
- ui_CIFPSToggleCursorInput=Cursor Input (Toggle)
- ui_CIFPSToggleFlashLight=Flashlight (Toggle)
- ui_CIFPSToggleMagBoots=Magnetic Boots (Toggle)
- ui_CIFPSToggleThirdPerson=Third Person View (Toggle)
- ui_CIFPSUse=Use
- ui_CIFPSUseAttachmentBottom=[PH] Use Attachment Bottom
- ui_CIFPSUseAttachmentTop=[PH] Use Attachment Top
- ui_CIFPSUseItem=Throw Item
- ui_CIFPSVisorModeNext=Visor Mode (Next)
- ui_CIFPSVisorModePrev=Visor Mode (Previous)
- ui_CIFPSWeaponChangeFireMode=Change Fire Mode
- ui_CIFPSWeaponStanceToggle=Weapon Stance (Toggle)
- ui_CIFPSZoomIn=Zoom In (ADS)
- ui_CIFPSZoomInOut=Zoom In / Out (ADS)
- ui_CIFPSZoomOut=Zoom Out (ADS)
- ui_CIGimbalLock=Cycle Gimbal Assist / Standard Gimbal / Gimbal Lock modes
- ui_CIGimbalMode=Gimbal Mode - Cycle (Fixed, Auto, Free)
- ui_CIGimbalModeDesc=Switches the used gimbal mode if its available
- ui_CIHailTarget=Hail Target
- ui_CIHailTargetDesc=[PH] HailTarget
- ui_CIHeadTrackCalibrate=Head Tracking Recalibrate
- ui_CIHeadTrackCalibrateDesc=Recenters Head Tracking
- ui_CIHeadTrackEnabled=Enable Head Tracking (Toggle)
- ui_CIHeadTrackEnabledDesc=Switches head tracking on / off (Toggle)
- ui_CIHeadTrackHold=Head Tracking (Hold)
- ui_CIHeadTrackHoldDesc=Enables head tracking as long as the button is held down
- ui_CIHUDCancel=HUD back / cancel
- ui_CIHUDConfirm=HUD confirm
- ui_CIHUDCycleScreenBackward=HUD cycle screen backward
- ui_CIHUDCycleScreenForward=HUD cycle screen forward
- ui_CIHUDInteract=HUD interact mode (Toggle)
- ui_CIHUDMaximise=HUD maximise (Toggle)
- ui_CIHUDOverview=HUD show overview
- ui_CIHUDPanelDown=HUD move focus down
- ui_CIHUDPanelLeft=HUD move focus left
- ui_CIHUDPanelRight=HUD move focus right
- ui_CIHUDPanelUp=HUD move focus up
- ui_CIHUDPower=HUD show power management
- ui_CIHUDShields=HUD show shield management
- ui_CIHUDToggleCursor=HUD mouse cursor (Toggle)
- ui_CIHUDWeapons=HUD show weapons grouping
- ui_CIIncreaseMiningThrottle=Increase Mining Laser Power
- ui_CIIncreaseMiningThrottleDesc=[PH] Increase Mining Laser Power
- ui_CIInnerThought=Inner Thought
- ui_CIInnerThoughtSecondary=Inner Thought Secondary
- ui_CIInpsectItem=Inspect Item
- ui_CIInpsectItemDesc=[PH] Inspect Item
- ui_CIInteract=Interact / USE
- ui_CIInteractionActivate=Activate Inner Thought
- ui_CIInteractionActivateDesc=[PH] Activate Interaction
- ui_CIInteractionFocus=Focus
- ui_CIInteractionFocusDesc=[PH] Focus
- ui_CIInteractionMode=Interaction Mode
- ui_CIInteractionModeDesc=[PH] Interaction Mode
- ui_CIInteractionPersonal=Personal Inner Thought
- ui_CIInteractionPersonalDesc=[PH] Personal Inner Thought
- ui_CIInteractionPersonalInventory=Personal Commodity Inventory (Toggle)
- ui_CIInteractionPlacementX=Placement left / right
- ui_CIInteractionPlacementXDesc=[PH] Placement left / right
- ui_CIInteractionPlacementY=Placement up / down
- ui_CIInteractionPlacementYDesc=[PH] Placement up / down
- ui_CIInteractionQuick=Interaction quick select
- ui_CIInteractionQuickDesc=Interaction quick select
- ui_CIInviteIgnore=Ignore Invite (hold)
- ui_CIInviteIgnoreDesc=[PH] Ignore Invite
- ui_CILandingTargetLock=Landing Target Lock On (Toggle)
- ui_CILaunchCM=Launch countermeasure
- ui_CILaunchMissile=Launch missile
- ui_CILockMissile=Acquire missile lock
- ui_CILockTargeted=Lock focused target
- ui_CILockTargetedDesc=[PH] Lock focused target
- ui_CILookAheadOn=Enable / Disable Look Ahead
- ui_CILookAheadOnDesc=Enables and disables Look Ahead Mode
- ui_CILookAheadStartTargetTracking=Look At Selected Target (Toggle, Hold)
- ui_CILookAheadStartTargetTrackingDesc=Allows you to track a locked target with your head
- ui_CILookBehind=Look behind
- ui_CIMap=Map
- ui_CIMapDesc=[PH] Map
- ui_CIMatchTargetSpeed=Match target velocity
- ui_CIMFDSnapDown=MFD Down
- ui_CIMFDSnapLeft=MFD Left
- ui_CIMFDSnapRight=MFD Right
- ui_CIMFDSnapUp=MFD Up
- ui_CIMiningMode=Mining Mode (Toggle)
- ui_CIMiningModeDesc=[PH] Mining Mode Toggle
- ui_CIMiningThrottle=Increase / Decrease Mining Laser Power
- ui_CIMiningThrottleDesc=[PH] Increase / Decrease Mining Laser Power
- ui_CIMobiGlas=MobiGlas
- ui_CIModifyPort=Port Modification Interact
- ui_CIOpenScoreboard=Scoreboard
- ui_CIPinTargeted=Pin Currently Selected Target
- ui_CIPitch=Pitch
- ui_CIPitchAim=Aim up / down
- ui_CIPitchDown=Pitch down
- ui_CIPitchUp=Pitch up
- ui_CIPitchView=Look up / down
- ui_CIPowerPreset1=Power preset 1 (increase & decrease others)
- ui_CIPowerPreset2=Power preset 2 (increase & decrease others)
- ui_CIPowerPreset3=Power preset 3 (increase & decrease others)
- ui_CIPowerPresetToggle1=Power preset 1 (Toggle)
- ui_CIPowerPresetToggle2=Power preset 2 (Toggle)
- ui_CIPowerPresetToggle3=Power preset 3 (Toggle)
- ui_CIPowerResetFocus=Reset Power Distribution
- ui_CIPowerThrottleDown=Decrease Power
- ui_CIPowerThrottleMax=Increase Power Max
- ui_CIPowerThrottleMin=Decrease Power Min
- ui_CIPowerThrottleUp=Increase Power
- ui_CIPowerToggle=Power (Toggle)
- ui_CIPowerToggleDesc=[PH] Power (Toggle)
- ui_CIProximityPushToTalk=VOIP Push To Talk (Proximity only)
- ui_CIProximityPushToTalkDesc=[PH] VOIP Push To Talk (Proximity only)
- ui_CIPushToHeadTrack=FOIP Head Tracking (Toggle)
- ui_CIPushToHeadTrackDesc=[PH] FOIP Head Tracking (Toggle)
- ui_CIPushToTalk=VOIP Push To Talk
- ui_CIPushToTalkDesc=[PH] VOIP Push To Talk
- ui_CIQuantumDriveToggle=Quantum Drive
- ui_CIQuantumTravelSystemToggle=Quantum Travel System (Toggle)
- ui_CIRadarPIBToggle=Personal Identification Broadcast System (Toggle)
- ui_CIRespawn=Re-spawn
- ui_CIRoll=Roll
- ui_CIRollLeft=Roll left
- ui_CIRollRight=Roll right
- ui_CIRotateAimDown=Aim down
- ui_CIRotateAimLeft=Aim left
- ui_CIRotateAimRight=Aim right
- ui_CIRotateAimUp=Aim up
- ui_CIRotateViewDown=Look down
- ui_CIRotateViewLeft=Look left
- ui_CIRotateViewRight=Look right
- ui_CIRotateViewUp=Look up
- ui_CIScanningActivate=Activate Scanning
- ui_CIScanningActivateDesc=[PH] Activate Scanning
- ui_CIScanningFocus=Scanning Mode - Focus Target
- ui_CIScanningFocusDesc=[PH] Scanning Mode - Focus Target
- ui_CIScanningMode=Scanning Mode (Toggle)
- ui_CIScanningModeDesc=[PH] Scanning Mode Toggle
- ui_CIScanningRadarAngDec=Scanning Decrease Radar Angle
- ui_CIScanningRadarAngDecDesc=[PH] Scanning Decrease Radar Angle
- ui_CIScanningRadarAngInc=Scanning Increase Radar Angle
- ui_CIScanningRadarAngIncDesc=[PH] Scanning Increase Radar Angle
- ui_CIScanningRadarPing=Scanning Radar Ping
- ui_CIScanningRadarPingDesc=[PH] Scanning Radar Ping
- ui_CIScanningTag=Scanning Mode - Tag Target
- ui_CIScanningTagDesc=[PH] Scanning Mode - Tag Target
- ui_CISelfDestruct=Self Destruct
- ui_CIShieldLevelBack=Shield raise level back
- ui_CIShieldLevelBottom=Shield raise level bottom
- ui_CIShieldLevelFront=Shield raise level front
- ui_CIShieldLevelLeft=Shield raise level left
- ui_CIShieldLevelReset=Shield reset levels
- ui_CIShieldLevelRight=Shield raise level right
- ui_CIShieldLevelTop=Shield raise level top
- ui_CISpectatorCamNext=Spectator Camera (Next)
- ui_CISpectatorCamPrev=Spectator Camera (Previous)
- ui_CISpectatorHudToggle=Spectator Camera HUD (Toggle)
- ui_CISpectatorModeNext=Spectator Camera Mode (Next)
- ui_CISpectatorModePrev=Spectator Camera Mode (Previous)
- ui_CISpectatorRotatePitch=Spectator Camera Rotate Pitch
- ui_CISpectatorRotateYaw=Spectator Camera Rotate Yaw
- ui_CISpectatorTargetLock=Spectator Camera Lock Target
- ui_CISpectatorTargetNext=Spectator Camera Target (Next)
- ui_CISpectatorTargetPrev=Spectator Camera Target (Previous)
- ui_CISpectatorZoom=Spectator Camera Zoom
- ui_CISpectatorZoomIn=Spectator Camera Zoom In
- ui_CISpectatorZoomOut=Spectator Camera Zoom Out
- ui_CISpeedRangeAbs=Speed Limiter (Abs.)
- ui_CISpeedRangeAbsDesc=[PH] Speed Limiter (Abs.)
- ui_CISpeedRangeDown=Speed Limiter Decrease
- ui_CISpeedRangeDownDesc=[PH] Speed Limiter Decrease
- ui_CISpeedRangeRel=Speed Limiter (Rel.)
- ui_CISpeedRangeRelDesc=[PH] Speed Limiter (Rel.)
- ui_CISpeedRangeUp=Speed Limiter Increase
- ui_CISpeedRangeUpDesc=[PH] Speed Limiter Increase
- ui_CIStrafeBack=Throttle back
- ui_CIStrafeDown=Strafe down
- ui_CIStrafeFwd=Throttle forward
- ui_CIStrafeFwdBack=Throttle forward / back
- ui_CIStrafeLeft=Strafe left
- ui_CIStrafeLeftRight=Strafe left / right
- ui_CIStrafeLongitudinalInvert=Strafe forward / back Invert
- ui_CIStrafeLongitudinalInvertDesc=Inverts Strafe Longitudinal Absolute Axis Half (Neutral - Backward)
- ui_CIStrafeRight=Strafe right
- ui_CIStrafeUp=Strafe up
- ui_CIStrafeUpDown=Strafe up / down
- ui_CISubtargetBack=Cycle Sub-Target (Back)
- ui_CISubtargetFwd=Cycle Sub-Target
- ui_CISubtargetRoot=Reset Sub-Target
- ui_CITargetHeadTracking=Target focus
- ui_CITargetNearestFriendly=Target nearest friendly
- ui_CITargetNearestHostile=Target nearest hostile
- ui_CITargetReticleFocus=Select Target Under Reticle
- ui_CITargetReticleFocusDesc=Selects the target which is currently under the reticle
- ui_CITargetReticleMode=Switch Flight Lead / Lag Reticle (Toggle)
- ui_CITargetTrackingAutoZoomEnabled=Auto Zoom On Selected Target On / Off (Toggle, Hold)
- ui_CITargetTrackingAutoZoomEnabledDesc=Allows you to enable and disable auto zoom on selected targets.
- ui_CIThrottle=Throttle up / down (abs.)
- ui_CIThrottleDown=Throttle down
- ui_CIThrottleMax=Throttle max
- ui_CIThrottleMinMax=Throttle min / max (Toggle)
- ui_CIThrottleRel=Throttle up / down (rel.)
- ui_CIThrottleUp=Throttle up
- ui_CIThrottleZero=Throttle zero
- ui_CIThrowPowerDecrease=Decrease Throw Power
- ui_CIThrowPowerDecreaseDesc=[PH] Decrease Throw Power
- ui_CIThrustAbsFull=Thrust Absolute Axis Full
- ui_CIThrustAbsFullDesc=Absolute Thrust Axis On The Full Range (Forward - Backward)
- ui_CIThrustAbsHalf=Thrust Absolute Axis Half
- ui_CIThrustAbsHalfDesc=Absolute Thrust Axis On The Half Range (Forward - Neutral)
- ui_CIThrustBackward=Thrust Backward
- ui_CIThrustBackwardDesc=Thrust Backward (Simulated Analog Stick)
- ui_CIThrustForward=Thrust Forward
- ui_CIThrustForwardDesc=Thrust Forward (Simulated Analog Stick)
- ui_CIThrustMax=Thrust Max Snap
- ui_CIThrustMaxDesc=Snaps Thrust To 100%
- ui_CIThrustMin=Thrust Min Snap
- ui_CIThrustMinDesc=Snaps Thrust to -100%
- ui_CIToggleComstab=Command level stability (Toggle)
- ui_CIToggleCruise=Cruise Control (Toggle)
- ui_CIToggleCruiseDesc=Toggles Cruise Control mode on and off
- ui_CIToggleDecoupledMode=Decoupled mode (Toggle)
- ui_CIToggleESP=E.S.P. (Toggle)
- ui_CIToggleExteriorLights=Exterior Lights (Toggle)
- ui_CIToggleExteriorLightsDesc=[PH] Exterior Lights (Toggle)
- ui_CIToggleGSafe=G-force safety (Toggle)
- ui_CIToggleInteriorLights=Interior Lights (Toggle)
- ui_CIToggleInteriorLightsDesc=[PH] Interior Lights (Toggle)
- ui_CIToggleLandingMode=Autoland Mode (Toggle)
- ui_CIToggleLandingSystem=Landing System (Toggle)
- ui_CIToggleLights=Headlights (Toggle)
- ui_CIToggleMiningLaserFire=Fire Mining Laser (Toggle)
- ui_CIToggleMiningLaserFireDesc=[PH] Fire Mining Laser (Toggle)
- ui_CIToggleMiningLaserType=Switch Mining Laser (Toggle)
- ui_CIToggleMiningLaserTypeDesc=[PH] Switch Mining Laser (Toggle)
- ui_CIToggleSpeedLimiter=Speed Limiter (Toggle)
- ui_CIToggleSpeedLimiterDesc=Toggles Speed Limiter on and off
- ui_CIToggleVTOL=Toggle VTOL
- ui_CITurretGyroMode=Turret Gyro Stabilization (Toggle)
- ui_CITurretGyroModeDesc=[PH] Turret Gyro Stabilization (Toggle)
- ui_CIUI2DCursor=2D UI Cursor Toggle
- ui_CIUIChatFocus=Chat Window Focus
- ui_CIUIChatToggle=Chat Window (Toggle)
- ui_CIUIContactsToggle=CommLink App (Toggle)
- ui_CIUIInviteAccept=Accept Invite
- ui_CIUIInviteBlock=Block Invite
- ui_CIUIInviteReject=Reject Invite
- ui_CIUnlockView=Freelook (Hold)
- ui_CIUnlockViewHold=Freelook (Hold)
- ui_CIVehicleBrake=Brake
- ui_CIVehicleDriveAxis=Drive Forward / Backward
- ui_CIVehicleDriveAxisTurn=Turn Left / Right
- ui_CIVehicleDriveBackward=Drive Backward
- ui_CIVehicleDriveForward=Drive Forward
- ui_CIVehicleDriveLeft=Turn Left
- ui_CIVehicleDriveRight=Turn Right
- ui_CIVehicleHorn=Horn
- ui_CIVehiclePrimaryFire=Primary Fire
- ui_CIVehicleSecondaryFire=Secondary Fire
- ui_CIViewSelf=FOIP Selfie Cam
- ui_CIViewSelfDesc=[PH] FOIP Selfie Cam
- ui_CivilianLoadouts=Civilian Loadouts
- ui_CIYaw=Yaw
- ui_CIYawAim=Aim left / right
- ui_CIYawLeft=Yaw left
- ui_CIYawRight=Yaw right
- ui_CIYawRollSwap=Swap Yaw / Roll (Toggle)
- ui_CIYawView=Look left / right
- ui_CIZoomIn=Zoom in (3rd person view)
- ui_CIZoomOut=Zoom out (3rd person view)
- ui_ClassSelection=Class Selection
- ui_ClIFCSShift=IFCS Mode Shift
- ui_CLOpticalTracking=VOIP, FOIP and Head Tracking
- ui_Close=Close
- ui_CMBlank=Clear All Device Bindings
- ui_CMBlankDesc=Unbinds all controls and activation modes for each selected device
- ui_CMGamePadAdvanced=Rheolydd Cymhleth
- ui_CMGamePadBasic=Gamepad Basic
- ui_CMGamePadBasic2=Gamepad Basic 2
- ui_CMGamePadLegacy=Gamepad Legacy
- ui_CMJoystickLogitechG940=Logitech G940
- ui_CMJoystickSaitekX52=Saitek X52
- ui_CMJoystickSaitekX52Pro=Saitek X52 Pro
- ui_CMJoystickSaitekX55=Saitek X55
- ui_CMJoystickSaitekX56=Saitek X56
- ui_CMJoystickTMWarthog=Thrustmaster Warthog
- ui_CMJoystickXRoll=Joystick - Roll & Yaw Swap
- ui_CMKeyboardAdvanced=Keyboard Advanced
- ui_CMKeyboardBasic=Keyboard Basic
- ui_CMKeyboardLegacy=Keyboard Legacy
- ui_CMKeyboardModSwap=Keyboard Ctrl Modifier
- ui_COAccelRange=Acceleration Limiter (Abs.)
- ui_COAimMode=Aim Mode
- ui_COAimModePitch=Aim Mode (Pitch)
- ui_COAimModeYaw=Aim Mode (Yaw)
- ui_COAnyVehicle=Any Vehicle
- ui_CODynamicZoom=Dynamic Zoom
- ui_COFlight=Flight
- ui_COFlightAim=Flight Aim
- ui_COFlightAimPitch=Flight Aim (Pitch)
- ui_COFlightAimYaw=Flight Aim (Yaw)
- ui_COFlightMove=Flight Movement
- ui_COFlightPitch=Flight (Pitch)
- ui_COFlightRoll=Flight (Roll)
- ui_COFlightRotation=Flight Rotation
- ui_COFlightStrafe=Flight Strafe
- ui_COFlightThrottle=Flight Throttle
- ui_COFlightThrottleRel=Flight Throttle Up / Down (Rel.)
- ui_COFlightViewX=Flight View (Yaw)
- ui_COFlightViewY=Flight View (Pitch)
- ui_COFlightYaw=Flight (Yaw)
- ui_COFPS=On Foot
- ui_COFPSMove=FPS Movement
- ui_COFPSMoveForwardBackward=FPS Movement (Forward/Backward)
- ui_COFPSMoveLeftRight=FPS Movement (Left/Right)
- ui_COFPSView=On Foot View
- ui_COFPSViewPitch=On Foot (Pitch)
- ui_COFPSViewYaw=On Foot (Yaw)
- ui_COFreeLook=Free Look Mode
- ui_COGroundVehicleMove=Ground Vehicle Move
- ui_COGroundVehicleViewX=Ground Vehicle View (Yaw)
- ui_COGroundVehicleViewY=Ground Vehicle View (Pitch)
- ui_COInversionSettings=Inversion Settings
- ui_COInvert=Invert
- ui_COInvertPitch=Invert Pitch
- ui_COInvertRoll=Invert Roll
- ui_COInvertYaw=Invert Yaw
- ui_COLeftRight=Look Left/Right
- ui_COMannedGroundVehicle=Ground Vehicle
- ui_COMasterSensitivity=Master Sensitivity
- ui_COMasterSensitivityCurvesJoystick=Joystick Sensitivity Curves
- ui_COMasterSensitivityCurvesMouse=Mouse Sensitivity Curves
- ui_COMasterSensitivityCurvesThumb=Thumbstick Sensitivity Curves
- ui_combatPayoutLabel=aUEC Payment
- ui_COMining=Mining
- ui_COMiningThrottle=Mining Throttle
- ui_Commodities=Commodities
- ui_CompleteMission=Submit
- ui_Confirm=Confirm
- ui_Confirmation=Confirmation
- ui_ConflictDetected=Confirm Transfer Conflict
- ui_ConflictDetected_Body=This transfer includes items currently equipped to other vehicles.\nTransferring will unequip those items from their currently location and potentially render that vehicle inoperable.\n\nPlease confirm that you understand the risks of this transfer.
- ui_ContactList=Contact List
- ui_ControllerSettings=Key Bindings
- ui_ControllerSettingsTT=View Key Bindings
- ui_ControllerType=Controller
- ui_ControllerTypeTT=Bindings for this Controller
- ui_controlsSettings=Game Settings
- ui_COPitch=Pitch
- ui_CORelativeMode=Relative Mode
- ui_CORelativeModePitch=Relative Mode (Pitch)
- ui_CORelativeModeRoll=Relative Mode (Roll)
- ui_CORelativeModeYaw=Relative Mode (Yaw)
- ui_CORoll=Roll
- ui_COSensitivityAll=Sensitivity All
- ui_COSpeedRange=Speed Range (Abs.)
- ui_COStrafeBackward=Flight Strafe Backward
- ui_COStrafeForward=Flight Strafe Forward
- ui_COStrafeForwardBackward=Flight Strafe (Forward/Backward)
- ui_COStrafeLeftRight=Flight Strafe (Left/Right)
- ui_COStrafeUpDown=Flight Strafe (Up/Down)
- ui_COThrottleSensitivity=Throttle
- ui_COTurretAim=Turret
- ui_COTurretAimPitch=Turret Aim Pitch
- ui_COTurretAimYaw=Turret Aim Yaw
- ui_COUpDown=Look Up/Down
- ui_COViewSensitivity=View
- ui_COVJFixedMode=Virtual Joystick Mode (Gimbal Lock)
- ui_COVJFixedModePitch=Virtual Joystick Mode (Gimbal Lock / Pitch)
- ui_COVJFixedModeRoll=Virtual Joystick Mode (Gimbal Lock / Roll)
- ui_COVJFixedModeYaw=Virtual Joystick Mode (Gimbal Lock / Yaw)
- ui_COVJMode=Virtual Joystick Mode
- ui_COVJModePitch=Virtual Joystick Mode (Pitch)
- ui_COVJModeRoll=Virtual Joystick Mode (Roll)
- ui_COVJModeYaw=Virtual Joystick Mode (Yaw)
- ui_COYaw=Yaw
- ui_CurrentlyEquipped=Currently Equipped
- ui_CurveCustomData=Custom
- ui_CurveEditingPopUpDescription=To add a key point double click on the curve, to delete a key point select it and press delete.
- ui_CurveEditingPopUpTitle=Editing
- ui_Customize=Customize
- ui_date_format=%d/%d/%d
- ui_DeadzoneJoystickRotx=Deadzone Joystick X Rotation
- ui_DeadzoneJoystickRoty=Deadzone Joystick Y Rotation
- ui_DeadzoneJoystickRotz=Deadzone Joystick Z Rotation
- ui_DeadzoneJoystickSlider1=Deadzone Joystick Slider 1
- ui_DeadzoneJoystickSlider2=Deadzone Joystick Slider 2
- ui_DeadzoneJoystickX=Deadzone Joystick X Axis
- ui_DeadzoneJoystickY=Deadzone Joystick Y Axis
- ui_DeadzoneJoystickZ=Deadzone Joystick Z Axis
- ui_DeadzoneXIThumbl=Deadzone Gamepad Thumb Left
- ui_DeadzoneXIThumbr=Deadzone Gamepad Thumb Right
- ui_Deaths=DEATHS
- ui_Defense=Defense
- ui_deselect=Deselect
- ui_destDropDownLabel=Select Destination
- ui_destinationSelector=Destination
- ui_diag_no=No
- ui_diag_ok=Ok
- ui_diag_yes=Yes
- ui_disconnect_cause_authentication_failed=Authentication Failed:\nThe server rejected the connection because it was not authorized.\nPlease try again.
- ui_disconnect_cause_banned=Banned:\nThis user account has been banned.
- ui_disconnect_cause_cant_connect=Connection Failed:\nUnable to connect to server.\nIf the problem persists please check the internet connection.
- ui_disconnect_cause_class_registry_mismatch=Class Registry Mismatch:\nDisconnected due to data mismatch with server.\nPlease run the launcher as administrator and verify the game installation has been updated to the latest version.
- ui_disconnect_cause_connect_timeout=Connection Timeout:\nTimeout while connecting to server.\nIf the problem persists please check the internet connection.
- ui_disconnect_cause_context_corruption=Context Corruption:\nDisconnected due to internal network error.
- ui_disconnect_cause_failed_to_spawn_ship=Failed to spawn spaceship:\nPlease re-select a ship in the menus and try again.
- ui_disconnect_cause_game_already_started=Game Session Already Started:\nGame mode cannot be joined mid-game.\nTo find to another game to join please try again from the menus.
- ui_disconnect_cause_game_error=Game Error:\nThe game detected an unexpected error and disconnected.
- ui_disconnect_cause_global_ban1=Globally Banned(1):\nThis user account has been banned.
- ui_disconnect_cause_globally_banned=Globally Banned:\nThis user account has been banned.
- ui_disconnect_cause_kicked=Kicked:\nUser initiated kick from server.
- ui_disconnect_cause_kicked_friendly_fire=Friendly Fire:\nDisconnected for dealing too much friendly fire.
- ui_disconnect_cause_kicked_full_wanted_kill=Wanted Death:\nDied while at highest wanted level.
- ui_disconnect_cause_kicked_high_ping=Poor Connection:\nDisconnected due to poor quality connection.\nIf the problem persists please check the internet connection.
- ui_disconnect_cause_kicked_idling=Inactivity:\nDisconnected for being inactive for too long.
- ui_disconnect_cause_no_controller=No Controller:\nPlease ensure your keyboard, mouse and controller are correctly connected.
- ui_disconnect_cause_not_dx11_capable=DirectX 11 Not Found:\nStar Citizen requires a minimum of DirectX 11 to run.
- ui_disconnect_cause_nub_destroyed=Nub Shutdown:\nThe nub has been shutdown.
- ui_disconnect_cause_protocol_error=Protocol Error:\nA malformed network packet triggered disconnection.
- ui_disconnect_cause_resolve_failed=Resolve Fail:\nFailed to resolve address of network host.\nIf the problem persists please check the internet connection and DNS settings.
- ui_disconnect_cause_serialized_component_mismatch=Serializer Mismatch:\nA network serializer did not match the server version.\nPlease run the launcher as administrator and verify the game installation has been updated to the latest version.
- ui_disconnect_cause_server_full=Server Full:\nThe selected instance is full.\nPlease try again.
- ui_disconnect_cause_session_ended=Session Ended:\nThe session has ended.
- ui_disconnect_cause_socket_send=Socket Error:\nUnable to send data.\nIf the problem persists please check the internet connection.
- ui_disconnect_cause_timeout=Connection Lost:\nConnection to the server was lost unexpectedly.\nIf the problem persists please check the internet connection.
- ui_disconnect_cause_unknown=Unknown:\nAn unknown error was detected.
- ui_disconnect_cause_user_requested=User Requested:\nA user action triggered disconnection.
- ui_disconnect_cause_version_mismatch=Version Mismatch:\nPlease run the launcher as administrator and verify the game installation has been updated to the latest version.
- ui_disconnect_cause_view_state=View State Error:\nAn error occurred during a view state transition.
- ui_disconnect_unlocalized_error=Unlocalized Error
- ui_DoubleTapInput=(Double Tap)
- ui_ea_LobbyConnection_Message=Retrieving lobby information
- ui_ea_MissingBadgeTooltip=You do not have the required permissions to access this screen
- ui_EditCurve=Edit Curve
- ui_Efficiency=Efficiency
- ui_Empty=Empty
- ui_EmptyInventoryMessage=Inventory Is Empty
- ui_EmptyPort=Empty Port
- ui_English=English
- ui_EquipLoadout=Equip Loadout
- ui_Equipment=Equipment
- ui_Equipped=Equipped
- ui_error_type_disconnection_cause=Disconnection
- ui_error_type_lobby_error=Lobby Error
- ui_error_type_lobby_internal_error=Lobby Internal Error
- ui_error_type_services_connection=CIG services
- ui_escortPayoutLabel=aUEC Payment Per Minute
- ui_Exit=Exit
- ui_ExitGame=Do you want to exit the game?
- ui_ExitGameTitle=Exit
- ui_ExitToHanger=Return to the Hangar
- ui_ExitToHangerQ=Return to the Hangar?
- ui_ExitToMain=Exit to Main
- ui_Export=Export
- ui_ExportControlProfilePopUpDescription=
- ui_ExportControlProfilePopUpOverwrite=These settings already exist and will be overwritten if you press Save.
- ui_ExportControlProfilePopUpTitle=Save Control Settings
- ui_Favorite=Favorite
- ui_FieldLoadouts=Field Loadouts
- ui_Filtering=Filtering
- ui_FindMatch=Find Match
- ui_Free=Free
- ui_Friends=Friends
- ui_Fullscreen=Fullscreen
- ui_FullscreenTT=Toggle Fullscreen Mode
- ui_G940=Logitech G940 HOTAS
- ui_Game=Star Citizen
- ui_game_popup_error=ERROR - %s (CODE %i)\n%s
- ui_GameMode=GAME MODE:
- ui_GameModeSelectionScreenName=GAME MODE SELECTION
- ui_GamePad=GamePad
- ui_GamePadSensitivity=GamePad Sensitvity
- ui_GameSettings=Game Settings
- ui_GameSettingsTT=Change Game Settings
- ui_GameTitle_ArenaCommander=Arena Commander
- ui_GameTitle_StarMarine=Star Marine
- ui_General=General
- ui_German=Deutsch
- ui_GoBack=Go Back
- ui_Grade=Grade
- ui_GraphicSettings=Graphics Settings
- ui_GraphicSettingsTitle=Graphics Settings
- ui_GraphicSettingsTT=Change Graphics Settings
- ui_GraphicsHigh=High
- ui_GraphicsLow=Low
- ui_GraphicsMedium=Medium
- ui_GraphicsRestartMessage=Change to graphics quality requires restarting for full effect.
- ui_GraphicsRestartTitle=Restart Required
- ui_GraphicsVeryHigh=Very High
- ui_Header_PrivateCustomMatch=PRIVATE CUSTOM MATCH
- ui_Header_TeamSetup=TEAM SETUP (OPTIONAL)
- ui_Helmet=Helmet
- ui_helper_IssuesDetected=Issues Detected
- ui_helper_ItemSelection=Select an item to attach to this port
- ui_helper_PortSelection=Select port to modify
- ui_helper_SubmenuDescription=All instances of this item are currently equipped to other ships. Please choose which ship to transfer this item from:
- ui_History=History
- ui_Hotas=Hotas
- ui_HotasX55=Saitek X55 HOTAS
- ui_HotasX55Warthog=Thrustmaster Warthog HOTAS
- ui_Import=Import
- ui_ImportControlProfileDropDownTitle=CONTROL PROFILES
- ui_ImportControlProfilePopUpDescription=
- ui_ImportControlProfilePopUpListImportHeader=Device Profiles
- ui_ImportControlProfilePopUpListTargetHeader=Select Device to Load To
- ui_ImportControlProfilePopUpTitle=Load Control Settings
- ui_ImportProfileWarning=Warning: Importing changes will overwrite your existing profile.
- ui_interactor_aegs_001=Aegis Dynamics Hall A
- ui_interactor_aegs_002=Aegis Dynamics Hall B
- ui_interactor_aegs_003=Idris Pavilion
- ui_interactor_Anniversary2019_AEGS=AEGIS Hall A
- ui_interactor_Anniversary2019_ANVL=Anvil Hall A
- ui_interactor_Anniversary2019_AOPOA_BANU_ESPR=AOPOA, Banu, Esperia Hall A
- ui_interactor_Anniversary2019_ARGO_MISC=ARGO, MISC Hall A
- ui_interactor_Anniversary2019_BestInShow=Best In Show Hall A
- ui_interactor_Anniversary2019_DRAK=Drake Hall A
- ui_interactor_Anniversary2019_KRIG_CNOU_TMBL=Kruger Intergalactic, Consolidated Industries, Tumbril Hall A
- ui_interactor_Anniversary2019_ORIG=Origin Hall A
- ui_interactor_Anniversary2019_RSI=RSI Hall A
- ui_interactor_anvil_001=Anvil Aerospace Hall
- ui_interactor_aopoatumbril_001=Exotic Vehicle Exhibition
- ui_interactor_B1=B1
- ui_interactor_B10=B10
- ui_interactor_B2=B2
- ui_interactor_B3=B3
- ui_interactor_B4=B4
- ui_interactor_B5=B5
- ui_interactor_B6=B6
- ui_interactor_B7=B7
- ui_interactor_B8=B8
- ui_interactor_B9=B9
- ui_interactor_basement=Basement
- ui_interactor_Bridge=Bridge
- ui_interactor_Bridge_Airlock=Bridge Airlock
- ui_interactor_call_elevator=Call Elevator
- ui_interactor_cancel=Cancel
- ui_interactor_capture=Capture
- ui_interactor_carrack_armoury=Armoury
- ui_interactor_carrack_cargopod=Cargo Pod
- ui_interactor_carrack_Cartography=Cartography Deck
- ui_interactor_carrack_catwalk=Catwalk
- ui_interactor_carrack_crew_deck=Habitation Deck
- ui_interactor_carrack_garage=Sub Deck
- ui_interactor_carrack_lowerbridge=Lower Bridge
- ui_interactor_carrack_LowerEngineering=Lower Engineering
- ui_interactor_carrack_technical=Technical Deck
- ui_interactor_carrack_upperbridge=Upper Bridge
- ui_interactor_carrack_UpperEngineering=Upper Engineering
- ui_interactor_carry=Carry
- ui_interactor_CC19_Atrium=Atrium
- ui_interactor_CC19_Maintenance=Maintenance
- ui_interactor_CC19_Research=Research Lab
- ui_interactor_CC19_ServerFarm=Server Farm
- ui_interactor_close=Close
- ui_interactor_close_cargo_bay=Close Cargo Bay
- ui_interactor_close_copilot_canopy=Close Copilot Canopy
- ui_interactor_close_door=Close Door
- ui_interactor_close_exterior=Close Exterior
- ui_interactor_close_front_cargo_bay=Close Front Cargo Bay
- ui_interactor_close_front_hangar_doors=Close Front Hangar Doors
- ui_interactor_close_Interior=Close Interior
- ui_interactor_close_ladder=Close Ladder
- ui_interactor_close_left_door=Close Left Door
- ui_interactor_close_lower_turret=Close Lower Turret Bay Doors
- ui_interactor_close_pilot_canopy=Close Pilot Canopy
- ui_interactor_close_rear_cargo_bay=Close Rear Cargo Bay
- ui_interactor_close_rear_hangar_doors=Close Rear Hangar Doors
- ui_interactor_close_right_door=Close Right Door
- ui_interactor_close_upper_turret=Close Upper Turret Bay Doors
- ui_interactor_comms=Communications
- ui_interactor_deploy=Deploy
- ui_interactor_deploy_gun=Deploy Heavy Machine Gun
- ui_interactor_deploy_missile=Deploy Missile Launcher
- ui_interactor_dismount=Dismount
- ui_interactor_doors_TEMP=External Doors TEMP
- ui_interactor_drake_001=Drake Interplanetary Showcase
- ui_interactor_drop=Drop
- ui_interactor_eject=Eject
- ui_interactor_elevator=Use Elevator
- ui_interactor_elevator_down=Go Down
- ui_interactor_elevator_roof=Roof
- ui_interactor_elevator_up=Go Up
- ui_interactor_engage_systems=Engage Systems
- ui_interactor_engine_off=Engine Off
- ui_interactor_engine_on=Engine On
- ui_interactor_enter=Enter
- ui_interactor_enter_atc_seat=Enter Air Traffic Controller Seat
- ui_interactor_enter_gunner_seat=Enter Gunner Seat
- ui_interactor_enter_pilot_seat=Enter Pilot Seat
- ui_interactor_enter_pilot_seat_zerog= Enter Pilot Seat - Zero G
- ui_interactor_enter_prisoner_seat=Enter Prisoner Seat
- ui_interactor_enter_ship=Enter Ship
- ui_interactor_enter_zerog=Enter - Zero G
- ui_interactor_exit=Exit
- ui_interactor_exit_bed=Exit Bed
- ui_interactor_exit_left=Exit Left
- ui_interactor_exit_prisoner_seat=Exit Prisoner Seat
- ui_interactor_exit_rear=Exit to Rear
- ui_interactor_exit_right=Exit Right
- ui_interactor_exit_seat=Exit Seat
- ui_interactor_exit_ship=Exit Ship
- ui_interactor_exit_zerog=Exit - Zero G
- ui_interactor_flight_ready=Flight Ready
- ui_interactor_flip=Flip
- ui_interactor_floor_01=Floor 01
- ui_interactor_floor_02=Floor 02
- ui_interactor_floor_03=Floor 03
- ui_interactor_floor_04=Floor 04
- ui_interactor_floor_05=Floor 05
- ui_interactor_floor_06=Floor 06
- ui_interactor_floor_07=Floor 07
- ui_interactor_floor_08=Floor 08
- ui_interactor_floor_09=Floor 09
- ui_interactor_floor_10=Floor 10
- ui_interactor_garage_01=Garage 01
- ui_interactor_garage_02=Garage 02
- ui_interactor_garage_03=Garage 03
- ui_interactor_garage_04=Garage 04
- ui_interactor_garage_05=Garage 05
- ui_interactor_garage_06=Garage 06
- ui_interactor_garage_07=Garage 07
- ui_interactor_garage_08=Garage 08
- ui_interactor_garage_09=Garage 09
- ui_interactor_garage_10=Garage 10
- ui_interactor_garage_11=Garage 11
- ui_interactor_garage_12=Garage 12
- ui_interactor_garage_13=Garage 13
- ui_interactor_garage_14=Garage 14
- ui_interactor_garage_15=Garage 15
- ui_interactor_garage_16=Garage 16
- ui_interactor_garage_17=Garage 17
- ui_interactor_garage_18=Garage 18
- ui_interactor_garage_19=Garage 19
- ui_interactor_garage_20=Garage 20
- ui_interactor_generic_seat=Sit
- ui_interactor_ground_floor=Ground Floor
- ui_interactor_Hangar=Hangar
- ui_interactor_hangar_01=Hangar 01
- ui_interactor_hangar_02=Hangar 02
- ui_interactor_hangar_03=Hangar 03
- ui_interactor_hangar_04=Hangar 04
- ui_interactor_hangar_05=Hangar 05
- ui_interactor_hangar_06=Hangar 06
- ui_interactor_hangar_07=Hangar 07
- ui_interactor_hangar_08=Hangar 08
- ui_interactor_hangar_09=Hangar 09
- ui_interactor_hangar_10=Hangar 10
- ui_interactor_hangar_11=Hangar 11
- ui_interactor_hangar_12=Hangar 12
- ui_interactor_hangar_13=Hangar 13
- ui_interactor_hangar_14=Hangar 14
- ui_interactor_hangar_15=Hangar 15
- ui_interactor_hangar_16=Hangar 16
- ui_interactor_hangar_17=Hangar 17
- ui_interactor_hangar_18=Hangar 18
- ui_interactor_hangar_19=Hangar 19
- ui_interactor_hangar_20=Hangar 20
- ui_interactor_IFCS_decouple_TEMP=IFCS Decouple TEMP
- ui_interactor_IFCS_flight_mode_TEMP=IFCS Flight Mode TEMP
- ui_interactor_krugerargocnou_001=IAE New Manufacturer Hall
- ui_interactor_ladder=Use Ladder
- ui_interactor_landing_system_TEMP=Landing Gear TEMP
- ui_interactor_level_01=Level 01
- ui_interactor_level_02=Level 02
- ui_interactor_level_03=Level 03
- ui_interactor_level_04=Level 04
- ui_interactor_level_05=Level 05
- ui_interactor_level_06=Level 06
- ui_interactor_level_07=Level 07
- ui_interactor_level_08=Level 08
- ui_interactor_level_09=Level 09
- ui_interactor_level_10=Level 10
- ui_interactor_lights_exterior_TEMP=External Lights TEMP
- ui_interactor_lights_interior_TEMP=Interior Lights TEMP
- ui_interactor_lobby=Lobby
- ui_interactor_locked=Locked
- ui_interactor_logout=Log Out
- ui_interactor_Main_Deck=Main Deck
- ui_interactor_misc_001=MISC Presentation Hall
- ui_interactor_modify=Modify
- ui_interactor_nav_computer_TEMP=Star Map TEMP
- ui_interactor_open=Open
- ui_interactor_open_cargo_bay=Open Cargo Bay
- ui_interactor_open_copilot_canopy=Open Copilot Canopy
- ui_interactor_open_door=Open Door
- ui_interactor_open_exterior=Open Exterior
- ui_interactor_open_front_cargo_bay=Open Front Cargo Bay
- ui_interactor_open_front_hangar_doors=Open Front Hangar Doors
- ui_interactor_open_interior=Open Interior
- ui_interactor_open_ladder=Open Ladder
- ui_interactor_open_left_door=Open Left Door
- ui_interactor_open_lower_turret=Open Lower Turret Bay Doors
- ui_interactor_open_pilot_canopy=Open Pilot Canopy
- ui_interactor_open_rear_cargo_bay=Open Rear Cargo Bay
- ui_interactor_open_rear_hangar_doors=Open Rear Hangar Doors
- ui_interactor_open_right_door=Open Right Door
- ui_interactor_open_upper_turret=Open Upper Turret Bay Doors
- ui_interactor_origin_001=Origin Jumpworks Collection
- ui_interactor_pad_01=Pad 01
- ui_interactor_pad_02=Pad 02
- ui_interactor_pad_03=Pad 03
- ui_interactor_pad_04=Pad 04
- ui_interactor_pad_05=Pad 05
- ui_interactor_pad_06=Pad 06
- ui_interactor_pad_07=Pad 07
- ui_interactor_pad_08=Pad 08
- ui_interactor_pad_09=Pad 09
- ui_interactor_pad_10=Pad 10
- ui_interactor_pad_11=Pad 11
- ui_interactor_pad_12=Pad 12
- ui_interactor_pad_13=Pad 13
- ui_interactor_pad_14=Pad 14
- ui_interactor_pad_15=Pad 15
- ui_interactor_pad_16=Pad 16
- ui_interactor_pad_17=Pad 17
- ui_interactor_pad_18=Pad 18
- ui_interactor_pad_19=Pad 19
- ui_interactor_pad_20=Pad 20
- ui_interactor_pickup_ammo=Refill Ammo
- ui_interactor_pickup_grenade=Refill Grenades
- ui_interactor_place=Place
- ui_interactor_power_off=Power Off
- ui_interactor_power_on=Power On
- ui_interactor_press=Press
- ui_interactor_QDampener_Activate=Q DAMPENER ACTIVATE
- ui_interactor_QDampener_Deactivate=Q DAMPENER DEACTIVATE
- ui_interactor_QED_Off=QED OFF
- ui_interactor_QED_On=QED ON
- ui_interactor_QSnare_Cancel=Q SNARE CANCEL
- ui_interactor_QSnare_Charge=Q SNARE CHARGE
- ui_interactor_QSnare_Initiate=Q SNARE INITIATE
- ui_interactor_quick_seat_enter=Quick Enter
- ui_interactor_quick_seat_exit=Quick Exit
- ui_interactor_radar_TEMP=Radar TEMP
- ui_interactor_reclaimer_elevator_cargo=Cargo Hold
- ui_interactor_reclaimer_elevator_exit=Exit Ship
- ui_interactor_reclaimer_elevator_habitation=Habitation Deck
- ui_interactor_reclaimer_elevator_salvage1=Salvage Hold
- ui_interactor_reclaimer_elevator_salvage2=Salvage Processing
- ui_interactor_reclaimer_elevator_salvage3=Salvage Balcony
- ui_interactor_remove=Remove
- ui_interactor_retract=Retract
- ui_interactor_retract_missile=Retract Missile Launcher
- ui_interactor_roofpads=Roof Pads
- ui_interactor_rsi_001=RSI Experience
- ui_interactor_self_destruct_TEMP=Self Destruct TEMP
- ui_interactor_send_elevator=Send Elevator
- ui_interactor_shields_TEMP=Shields TEMP
- ui_interactor_ST3_ADF_Lobby=Adira Falls Lobby
- ui_interactor_ST3_ION_Centermass=Centermass
- ui_interactor_ST3_ION_Lobby=IO-North Lobby
- ui_interactor_ST3_Transit_Bevic=Bevic Convention Center
- ui_interactor_ST3_Transit_central=Area18 Plaza
- ui_interactor_ST3_Transit_spaceport=Riker Memorial Spaceport
- ui_interactor_stop_playing=Stop Playing
- ui_interactor_surface_level=Surface Level
- ui_interactor_systems_TEMP=Systems TEMP
- ui_interactor_turret_fire_mode=Switch Fire Mode
- ui_interactor_turret_gyro=Switch Gyro Mode
- ui_interactor_turret_sensitivity_decrease=Decrease Sensitivity
- ui_interactor_turret_sensitivity_increase=Increase Sensitivity
- ui_interactor_turret_sensitivity_reset=Reset Sensitivity
- ui_interactor_use_bed=Enter Bed
- ui_interactor_use_bottom_bunk=Enter Bottom Bunk
- ui_interactor_use_canopy=Use Canopy
- ui_interactor_use_captains_seat=Enter Captain's Seat
- ui_interactor_use_claw_seat=Enter Claw Operator Seat
- ui_interactor_use_command_station=Enter Command Station
- ui_interactor_use_copilot_ladder=Use Copilot Ladder
- ui_interactor_use_copilot_seat=Enter Copilot Seat
- ui_interactor_use_copilot_seat_dragonfly=Mount Passenger Seat
- ui_interactor_use_door=Use Door
- ui_interactor_use_driver_seat=Enter Driver Seat
- ui_interactor_use_drone_seat=Enter Drone Operator Seat
- ui_interactor_use_engineer_seat=Enter Engineer Seat
- ui_interactor_use_engineer_station=Use Engineer Station
- ui_interactor_use_ladder=Use Ladder
- ui_interactor_use_lower_turret=Enter Lower Turret
- ui_interactor_use_passenger_seat=Enter Passenger Seat
- ui_interactor_use_pilot_ladder=Use Pilot Ladder
- ui_interactor_use_pilot_seat=Enter Pilot Seat
- ui_interactor_use_pilot_seat_dragonfly=Mount Pilot Seat
- ui_interactor_use_remote_turret=Enter Remote Turret
- ui_interactor_use_scanning_station=Enter Scanning Station
- ui_interactor_use_seat=Enter Seat
- ui_interactor_use_support_seat=Enter Support Seat
- ui_interactor_use_support_station=Use Support Station
- ui_interactor_use_tbeam_seat=Enter Tractor Beam Operator Seat
- ui_interactor_use_toilet=Enter Toilet
- ui_interactor_use_top_bunk=Enter Top Bunk
- ui_interactor_use_tractor_beam=Use Tractor Beam
- ui_interactor_use_turret=Enter Turret
- ui_interactor_use_upper_turret=Enter Upper Turret
- ui_interactor_use_weapons_seat=Enter Weapons Seat
- ui_interactor_weapons_TEMP=Weapon Systems TEMP
- ui_InUse=In Use
- ui_InventoryFull=Inventory Is Full
- ui_InventoryNotEnoughSpace=Not Enough Space To Store Item
- ui_InvertController=Invert Controller
- ui_InvertControllerTT=Invert Controller Vertical Axis
- ui_InvertFlightController=Invert Flight Controller
- ui_InvertFlightControllerTT=Invert Flight Controller Vertical Axis
- ui_InvertFlightMouse=Invert Flight Mouse
- ui_InvertFlightMouseTT=Invert Flight Mouse Vertical Axis
- ui_InvertMouse=Invert Mouse
- ui_InvertMouseTT=Invert Mouse Vertical Axis
- ui_InvitePartyToInstance=Invite Party to Instance
- ui_ItemAttributes=Item Attributes
- ui_ItemName=Item Name
- ui_ItemsAvailable=Available
- ui_ItemsPendingTransfer=Items Pending Transfer
- ui_itemsSelected=Items Selected:
- ui_ItemTypes=Item Types
- ui_Japanese=日本
- ui_JoinFriendsError_ServerFull=Server Full
- ui_JoinParty=Join Party
- ui_JoinTheseFriends=Join these friends
- ui_JoyStick=JoyStick
- ui_JoyStickHotas=Joystick / HOTAS
- ui_KeyBindingConfirmPopUpTitle=The input %S is already used by the following. Are you sure you want to proceed?
- ui_KeyBoard=Keyboard
- ui_KeyboardMouse=Keyboard / Mouse
- ui_Kills=KILLS
- ui_Korean=한국어
- ui_Laps=Laps
- ui_LaunchMatch=Launch Game
- ui_Leaderboards=LEADERBOARDS
- ui_leaderboards_Accuracy=Accuracy
- ui_leaderboards_Ace=Ace
- ui_leaderboards_AvgMatch=Avg Match
- ui_leaderboards_Captures=Captures
- ui_leaderboards_Controller=Controller
- ui_leaderboards_Deaths=Deaths
- ui_leaderboards_DmgDealt=Dmg Dealt
- ui_leaderboards_DmgRatio=Dmg Ratio
- ui_leaderboards_DmgTaken=Dmg Taken
- ui_leaderboards_Draws=Draws
- ui_leaderboards_extendedstats=Extended Player Stats
- ui_leaderboards_FastestLap=Fastest Lap
- ui_leaderboards_FastestRace=Fastest Race
- ui_leaderboards_findme=FIND MY RANK
- ui_leaderboards_FindPilotOrOrg=Find Pilot or Organization
- ui_leaderboards_FirstBlood=First Blood
- ui_leaderboards_FlightTime=Flight Time
- ui_leaderboards_gamemode=Game Mode
- ui_leaderboards_KillDeath=Kill/Death
- ui_leaderboards_Kills=Kills
- ui_leaderboards_Loadout=Loadout
- ui_leaderboards_Losses=Losses
- ui_leaderboards_map=Map
- ui_leaderboards_Matches=Matches
- ui_leaderboards_MaxWaves=Max Waves
- ui_leaderboards_MVP=MVP
- ui_leaderboards_organizations=Organizations
- ui_leaderboards_Page=Page
- ui_leaderboards_Pilot=Pilot
- ui_leaderboards_pilots=Pilots
- ui_leaderboards_Player=Player
- ui_leaderboards_PlayTime=Play Time
- ui_leaderboards_rank=Rank
- ui_leaderboards_Rating=Rating
- ui_leaderboards_Score=Score
- ui_leaderboards_ScoreMin=Score/Min
- ui_leaderboards_season=Season
- ui_leaderboards_Ship=Ship
- ui_leaderboards_ShotsFired=Shots Fired
- ui_leaderboards_ShotsHit=Shots Hit
- ui_leaderboards_Weapon=Weapon
- ui_leaderboards_WinLoss=Win/Loss
- ui_leaderboards_Wins=Wins
- ui_Leave=Leave
- ui_Load=Load
- ui_Loading=Loading
- ui_LoadingLocations=Loading Locations
- ui_LoadingScreen_Desc_BrokenMoon=Taranis was discovered in 2478 by the famed UNE survey ship Mythic Horizon. Home to a Type-A Main Sequence star and four planets, the system only had a single high-risk candidate for terraforming in its initial scouting report. Shortly after discovery, the system was the site of a tragedy: one of Mythic Horizon’s survey boats was lost with all hands in a meteor strike.\n\nAlthough the system is sparsely inhabited, intrepid miners have been known to seek their fortune among the asteroid and lunar debris fields of the Taranis system. Criminal elements have also taken to the fields as refuge or to launch attacks.
- ui_LoadingScreen_Desc_Demien=Set up shortly after the UEE claimed Nexus system, Demien was one of the operations/housing/transfer stations set up for the workers attempting to terraform Nexus II. The planet was never successfully terraformed though, because the station has a much darker reputation: the site of the infamous Walzer Massacre of 2935. This incident marked the first serious clash between the UEE and the criminal element that were driven out of their system.\n\nThe incident occurred in between shifts, when members of the Horizon Crew slipped aboard the station and murdered anyone they came across. One survivor managed to make it to a comm station and alert authorities. By the time they arrived, there were only outlaws left. Local authorities were significantly outgunned and were forced to call in the Marines to retake the base. The ensuing battle lasted for six hours as Marines and Criminals fought over every centimeter of territory.
- ui_LoadingScreen_Desc_DyingStar=Modeled after the Pyro system, this lawless frontier system features a dim red dwarf known as a "flare star" at its core. Six burned-out planets remain, none of which are capable of supporting life due to the violent changes in Pyro's stellar luminosity. Between super-flare events capable of melting ice on the daytime side of Pyro IV, huge sunspots cover a large portion of Pyro's star, greatly reducing its brightness.
- ui_LoadingScreen_Desc_Echo11=A former extraction facility built into the asteroid that it was burrowing into. Echo11 was built by the Hathor Group and abandoned just like they abandoned the system. Since then, it’s become a den for squatters and outlaws.\n\nRecently, it’s been used for some of the more aggressive outlaw packs to stage surgical strikes on UEE forces. The base has been launched into the public consciousness after a series of high-risk Advocacy raids attempted to take out members of Argul Dawn who had been preying on supply ships for weeks.
- ui_LoadingScreen_Desc_NewHorizon=Built on the planet Green in Ellis system, New Horizon is home to the Empire's most expensive hotels and extravagant casinos and has just recently been cleared to host both Classic and Blitz races\n\nSituated in the lower atmosphere of Green in the Ellis system, New Horizon raceway features some of the most beloved tracks in Murray Cup history. From the classic Old Vanderval route through the Defford Link, racers of all levels flock to the system to hone their skills for a shot at glory in the Murray Cup.
- ui_LoadingScreen_Desc_PU=Located in the Stanton system, the space around the planet Crusader has become a bustling hub of transports and tourism. Managed by Crusader Industries, visitors are invited to visit the lunar beauty of the three moons; Cellin, Yela and Daymar, or enjoy a relaxing vista aboard Port Olisar.\n\nTravelers are advised to keep a close eye on their scanners as criminal activity has unfortunately been on the rise for the past year.\n
- ui_LoadingShip=Loading Ship
- ui_LoadoutCustomization=LOADOUT CUSTOMIZATION
- ui_LoadoutSelection=Loadout Selection
- ui_Location=Location
- ui_LockedGameModeTooltip=Only lobby leader can edit.
- ui_LookAhead_aimdecay=Look Ahead Aim Decay
- ui_LookAhead_ReticleOffset=Look Ahead Reticle Offset
- ui_LookAhead_Sensitivity=Look Ahead Sensitivity
- ui_Map=Map
- ui_MapSelectionScreenName=MAP SELECTION
- ui_marine_heavy=ADP-mk4 Heavy Armor
- ui_marine_light=FRS Light Armor
- ui_marine_medium=ORC-mkX Medium Armor
- ui_Marines=Marines
- ui_Menu=Menu
- ui_menu_lobby_error_1=For tasks that return multiple results the callback will be called with this error if there is a valid result and the callback will be called again.
- ui_menu_lobby_error_10=The session could not be created because there are too many session already created.
- ui_menu_lobby_error_11=The specified session handle does not exist.
- ui_menu_lobby_error_12=The task being performed is invalid.
- ui_menu_lobby_error_14=Connection to session host failed.
- ui_menu_lobby_error_15=Can't join session because it is full.
- ui_menu_lobby_error_18=An invalid parameter was passed to function.
- ui_menu_lobby_error_19=The current task has timed out waiting for a response0.
- ui_menu_lobby_error_2=The service is not supported on this platform.
- ui_menu_lobby_error_21=Trying to join a session that has already been joined.
- ui_menu_lobby_error_23=Trying to write to a leaderboard for a user who is not in the session.
- ui_menu_lobby_error_24=Trying to register too much user data.
- ui_menu_lobby_error_28=Trying to use an invalid user id.
- ui_menu_lobby_error_4=Service has not been initialised.
- ui_menu_lobby_error_47=If SessionEnd or SessionDelete is called for an invalid session, return this as a successful failure.
- ui_menu_lobby_error_5=The task could not be started because too many tasks are already running.
- ui_menu_lobby_error_6=Not enough memory to complete task.
- ui_menu_lobby_error_60=No valid ping value found for user in session
- ui_menu_lobby_error_7=Trying to register too much session user data.
- ui_menu_lobby_error_71=Unable to retrieve a dedicated server from the dedicated server arbitrator.
- ui_menu_lobby_error_8=Using a session user data id that has not been registered.
- ui_menu_lobby_error_81=Internal Error
- ui_menu_lobby_error_9=Live - The data type of the session user data is not compatible with the data type defined in the xlast program.
- ui_menu_lobby_internal_error=Lobby Internal Error Descriptions
- ui_Mining_Consumable_ChargePulse=Activate Charge Pulse Module
- ui_Mining_Consumable_ChargePulse_Desc=Consumable:\nDecreases the Charge Rate of the Deposit by 20%, allowing the player to be more conservative in their mining efforts.\nDuration: 20s.
- ui_Mining_Consumable_ExplosiveCharge=Activate Explosive Charge Module
- ui_Mining_Consumable_ExplosiveCharge_Desc=Consumable:\nFires a pulse down the length of the beam at the Deposit that detonates, increasing the Charge Level of the Deposit by 30%.\nDuration: Instant.
- ui_Mining_Consumable_FractureCharge=Activate Fracture Charge Module
- ui_Mining_Consumable_FractureCharge_Desc=Consumable:\nFires a pulse down the length of the beam at the Deposit that detonates, increasing the Charge Rate of the Deposit by 25%.\nDuration: 10s.
- ui_Mining_Consumable_FuseDeposit=Activate Fuse Deposit Module
- ui_Mining_Consumable_FuseDeposit_Desc=Consumable:\nStabilizes the Deposit, reducing Shatter Damage by 50% when the deposit breaks.\nDuration: 10s.
- ui_Mining_Consumable_HeatVentModule=Activate Heat Vent Module
- ui_Mining_Consumable_HeatVentModule_Desc=Consumable:\nVent heat from the Deposit, reducing all Charge Levels by 50%.\nDuration: Instant.
- ui_Mining_Consumable_LaserFocuser=Activate Laser Focuser Module
- ui_Mining_Consumable_LaserFocuser_Desc=Consumable:\nReduces Instability by 50% and increases Charge Rate by 15%, making it temporarily easier to mine a Deposit.\nDuration: 30s.
- ui_Mining_Consumable_LaserOscillator=Activate Laser Oscillator Module
- ui_Mining_Consumable_LaserOscillator_desc=Consumable:\nIncreases the Optimal Charge Window on the current Deposit, making it safer to mine.\nDuration: 15s.
- ui_Mining_Consumable_TremorPulse=Activate Tremor Pulse Module
- ui_Mining_Consumable_TremorPulse_Desc=Consumable:\nFluctuates the Mining Laser into a tremor that reduces the Resistance of the deposit by 30% at the expense of reducing Instability Dampening by 20%.\nDuration: 20s.
- ui_Mining_Consumables=Mining Modifiers
- ui_Mining_Laser_Heads=Mining Laser Heads
- ui_Mining_ShipMiningArm=Mining Arm
- ui_Mining_SubItem=Sub-Item Slot
- ui_missingtext=MISSING TEXT!
- ui_mission_reward_bonus=%s + Bonuses
- ui_mission_reward_max=Up to %d aUEC
- ui_mission_reward_min_max=%d to %d aUEC
- ui_MissionManager=Contract Manager
- ui_missionstatus_abandoned=Abandoned
- ui_missionstatus_active=Active
- ui_missionstatus_completed=Completed
- ui_missionstatus_failed=Failed
- ui_missionstatus_withdrawn=Withdrawn
- ui_Mouse=Mouse
- ui_MouseSensitivity=Mouse Sensitivity
- ui_MouseSensitivityTT=Change Mouse Sensitivity
- ui_Multiplayer=MULTIPLAYER
- ui_MusicVolume=Music Volume
- ui_MusicVolumeTT=Change Music Volume
- ui_MyTeam=My Team
- ui_Name=NAME
- ui_navpoint_Interdiction_Event=QUANTUM SNARE EVENT
- ui_Next=Next
- ui_No=No
- ui_noData=No Data
- ui_noEntry=No Entry
- ui_none=None
- ui_NotAvailable=N/A
- ui_Notification_Kick_Warning=You will be kicked from the server in %i seconds due to inactivity.
- ui_NotReady=Not Ready
- ui_null_availability_timer=Unspecified
- ui_NumFriendsTooltip=You have %i friends on this server.
- ui_Offense=Offense
- ui_Offers=Personal
- ui_OfTotalPages=OF
- ui_OnlyInCargoGrid=Only Available When In A Cargo Grid
- ui_OpenSpace=Open Space:
- ui_OpenSpaceSCU=Open Space (SCU)
- ui_options=Options
- ui_OR=OR
- ui_Other=Other
- ui_Outlaws=Outlaws
- ui_PartyOptions=Party Options
- ui_Payment=Payment
- ui_payoutLabel=Set Payment Amount
- ui_Pending=Pending
- ui_PendingLoadoutChange=Pending Loadout Change
- ui_PersonalInventory=Personal Inventory
- ui_PersonalMonitor=Personal Monitor
- ui_Ping=PING
- ui_PlayerChoiceZoomIn=Interaction Mode Zoom In
- ui_PlayerChoiceZoomInDesc=[PH] Interaction Mode Zoom In
- ui_PlayerChoiceZoomOut=Interaction Mode Zoom Out
- ui_PlayerChoiceZoomOutDesc=[PH] Interaction Mode Zoom Out
- ui_PortName=Port Name
- ui_pregame_arenacommander_desc=Battle against foes and fight alongside friends in high-speed multiplayer dogfights and races.
- ui_pregame_hangar_aeroview_callout1=AEHA
- ui_pregame_hangar_aeroview_callout2=Ship Capacity: Up to XXX
- ui_pregame_hangar_aeroview_callout3=High-tech
- ui_pregame_hangar_aeroview_desc=Equally capable of holding a client meeting as well as a ship, Aeroview Hangars have become the definitive choice for the discerning executive. Built with a proprietary modular system, an Aeroview Hangar can be customized around your needs, even accommodating larger ships than most other civilian hangar providers on the market. With an overlooking office space, you won’t ever be far from your business, wherever it may take you.
- ui_pregame_hangar_aeroview_history=Aeroview proudly claims to be the oldest established hangar manufacturer in Human space. Their design and construction of hangars goes back more than 300 years. In the 27th century, Arthur Nassir formed the company around a rigid code of business ethics focusing largely on design quality, a dedication to ergonomics, and an extreme respect for client confidentiality. Aeroview also famously reserves the right to refuse service to any non-Citizens. While hangar design and housing is tangential, at best, to piracy, Nassir’s outspoken contempt for those who fly outside the law led to the company’s code. When Aeroview was purchased by Shubin Interstellar, the conditions of the sale insisted that the code be adhered to in perpetuity. /n/nWhile the code remains intact, Aeroview’s original business model does not. The Aeroview hangars of the 28th century were palatial affairs built on a case-by-case basis to the specifications of the social elite capable of owning their own spacecraft. In recent years, Aeroview has adapted their tactics to follow in SELF-LAND’s footsteps (although they would never admit it). Instead of custom-building high-class hangars on an individual basis, they now produce a line of modular “business hangars” priced to sell to successful businessmen and other executive-level clients. Unlike other modular hangar companies, Aeroview does not lease the property on which their hangars are established. This is left up to the individual consumer to determine; the Aeroview hangar can be erected at any point in the UEE given 48-hours notification (24 hours, for a steep rush construction fee). Of special note, Aeroview has found particular success in developing hangars for larger scale craft or craft that require additional space for support equipment. Pilots of ships like Freelancers, with multiple crew housings, or Hornets, with weapons racks and a need for more intensive hull repair facilities, generally find it more cost effective to purchase a single Aeroview hangar rather than multiple SELF-LANDs.
- ui_pregame_hangar_architecture=Architecture:
- ui_pregame_hangar_callsign=Call Sign:
- ui_pregame_hangar_revelyork_callout1=REYO
- ui_pregame_hangar_revelyork_callout2=Ship Capacity: Up to XXX
- ui_pregame_hangar_revelyork_callout3=Super-Modernism
- ui_pregame_hangar_revelyork_desc=Excellence. Refinement. Function. These are the pillars that the architects at Revel & York hold dear when building a hangar facility. They understand that your hangar is not just a space. That it is an extension, a manifestation of its owner. Featuring handcrafted wood paneling, botanical gardens and dynamic wallscreens, Revel & York hangars will feel more like home than home.
- ui_pregame_hangar_revelyork_history=When the Revel & York engineering corporation set about designing its first hangar some thirty years ago, the reaction was laughter. The company, known best for excessively expensive and visibly uncomfortable furniture, was entering a field dominated by aerospace giants. The laughter ceased quickly as the Revel & York “deluxe” line of hangars became the de-facto spacecraft garage of the rich and powerful. The company’s cavernous hangars, established on ideal landing spaces in top-dollar land agreements, earned their standing reputation for excellence and quality. /n/nRevel & York designers work directly with pilots to develop a hangar experience like no other. R&Y is the only company currently constructing modular hangars designed to support merchantman-class spacecraft like the Constellation and Caterpillar, locking them into a valuable if small segment of the population. Their hangar designs have earned their reputation: between interlocking catwalks (with motorized lifts!) to allow pilots to supervise their spacecraft from overhead, to specially designed Greycat PV buggies for transporting ship crews from module to module, everything is designed for not just the elite pilots’ usability but also their overall enjoyment. SELF-LAND and competitors make a place to put your ship; Revel & York makes a place for you to take it in.
- ui_pregame_hangar_selfland_callout1=SELA
- ui_pregame_hangar_selfland_callout2=Ship Capacity: Up to XXX
- ui_pregame_hangar_selfland_callout3=Low-tech/Colonialism
- ui_pregame_hangar_selfland_desc=Affordable and utilitarian hangars available in every system of the Empire. Self-Land prides themselves on providing a safe and secure landing experience whether you’re in Terra or Fora. Their modular design and use of prefabricated materials means that Self-Land hangars can be constructed in almost any existing structure, leading to their extensive presence around the UEE.
- ui_pregame_hangar_selfland_history=Incorporated by Peter Weathermen, a wealthy guild licensed shipper who made his living on the active spacelanes, SELF-LAND hangars have become an ever-present reminder of just how easy it is for Humans to travel the stars. The corporation was founded on the philosophy that the temporary hangars available to transiting pilots were inaccessible, unaffordable and most importantly unsafe. (Weathermen began developing the company after he was jumped by a gang of dock-thugs who stripped his Starfarer to the hull plating.) /n/nStarting in the mid-29th century, SELF-LAND began a franchising-based expansion across the Human-inhabited galaxy. The first SELF-LAND was established by Weathermen on Vann in the Croshaw System. Seemingly overnight, the company had expanded to a dozen worlds … and then a hundred. Today, the SELF-LAND corporation boasts that they maintain at least one facility on every world in the UEE, with some planets (Terra chief among them) having as many as sixty different complexes. SELF-LAND hangars are fully modular and environmentally controlled. Prefabricated out of the most available common metals, they aren’t necessarily attractive to look at … but they are comfortable and familiar. The SELF-LAND experience on a colony world near Vanduul space is exactly the same as that available to a pilot berthing on Earth. The SELF-LAND corporation takes care of everything, from structure design to land titles. Because of their design, the same hangar type can be used in configurations ranging from skyscraping heights, to the breadth of a plain, to stacked underground, or to honeycombed deep within asteroids.
- ui_pregame_hangar_vfgindustrial_callout1=VFGI
- ui_pregame_hangar_vfgindustrial_callout2=Ship Capacity: Up to XXX
- ui_pregame_hangar_vfgindustrial_callout3=Low-tech/Colonialism
- ui_pregame_hangar_vfgindustrial_desc=For commercial and industrial needs, why not consider a hangar from VFG Industrial? Inspired by military design principles, their effective and durable structures are capable of sustaining inhospitable conditions. With a VFG hangar, there’s no such thing as off limits.
- ui_pregame_hangar_vfgindustrial_history=Tom Vivien, Walter Fink and Ulla Gandil were members of the UEE Army Corp of Engineers who specialized in quickly building pressurized landing zones in combat zones during their service. They founded VFG Industrial shortly after being discharged and attempted to bring their expertise to the civilian market. With so many mining groups and terraformers out there, they believed there was a demand for functional and well-crafted hangars in 'non-ideal' conditions. They were correct, clients came in droves, until the Army attempted to sue them for patent theft. The lawsuit claimed that VFG's entire business was built upon proprietary design briefs written for and owned by the Army. VFG tried to settle in for a long fight, but soon began to run out of resources. With a freeze on their business, no more money was coming in, but the three refused to back down./n/nWhen things seemed bleakest, they received a reprieve, of sorts. ArcCorp was very interested in their hangar building methods, specifically for their mining and terraforming subsidiaries, but also to mass-market to the public. The members of VFG were divided. Fink utterly refused to sell to the MegaCorp, but the other two knew they had no choice. The three finally agreed to sell. ArcCorp's lawyers took over their defense and within a matter of weeks managed to work some backroom black magic to hamstring the Army's case. Fink took a substantial buyout and left the firm. Tom Vivien and Ulla Gandil are technically still on the board, but control of the company has shifted to ArcCorp.
- ui_pregame_Hangars=Hangars
- ui_pregame_Hangars_desc=Hangars provide a private area to view and modify your ship loadouts.
- ui_pregame_persistentuniverse=Persistent Universe
- ui_pregame_persistentuniverse_desc=Experience the Star Citizen Alpha universe. Join your friends, visit space stations, execute contracts, all in a persistent expanding universe.
- Ui_pregame_persistentuniversedestination=Persistent Universe Destination
- ui_pregame_port_Area18_callout1=Cubby Blast, Casaba Outlet, Dumper's Depot, Astro Armada, Traveler Rentals
- ui_pregame_port_Area18_callout2=Riker Memorial Spaceport, G-Loc Bar, TDD, ArcCorp Distro, Adira Falls, Bevic Convention Center
- ui_pregame_port_Area18_callout3=BlacJac Security
- ui_pregame_port_Area18_desc=Area18 is one of the main commercial ports for interplanetary traffic in the surrounding region of ArcCorp. Travellers can find a variety of goods from trusted names as well as local providers, if they’re not overwhelmed by the sights and sounds of this landing zone.
- ui_pregame_port_Area18_history=[PH] PLACEHOLDER TO BE FILLED IN..... Area18 History
- ui_pregame_port_Area18_name=Area18
- ui_pregame_port_GrimHex_callout1=Skutters, KCTrending, Parts, Technotic
- ui_pregame_port_GrimHex_callout2=Old '38 Bar, Trade Terminals, None of Your Business
- ui_pregame_port_GrimHex_callout3=No Security
- ui_pregame_port_GrimHex_desc=A cheap Housing Exchange (also known as a HEX) built into a hollowed out asteroid to provide affordable living. As mining opportunities dried up, the station declined and slowly transformed into a market for drugs and petty crime. Locals now refer to the station as Grim HEX.
- ui_pregame_port_GrimHex_name=Grim HEX
- ui_pregame_port_Levski_callout1=Conscientious Objects, Cordy's, Dumper's Depot, Teach's Ship Shop, Grand Barter
- ui_pregame_port_Levski_callout2=Café Musain, Miners Amalgamated Loc. 163, Trade Terminals, Liberty Maintenance
- ui_pregame_port_Levski_callout3=People's Alliance
- ui_pregame_port_Levski_desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to the creation of an egalitarian society, Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
- ui_pregame_port_Levski_name=Levski
- ui_pregame_port_Lorville_callout1=Tammany & Sons, Hurston Dynamics Showcase, New Deal Ship Market
- ui_pregame_port_Lorville_callout2=Reclamation & Disposal, Transfers Market, M&V Bar, L19 Residences, Desmond Memorial Convention Center
- ui_pregame_port_Lorville_callout3=Hurston Security
- ui_pregame_port_Lorville_desc=The capital of Hurston and the corporate headquarters for the eponymous weapons manufacturer, Lorville is a company town with a population predominately comprised of Hurston Dynamics employees and the security forces that supervise their labors.
- ui_pregame_port_Lorville_name=Lorville
- ui_pregame_port_MileMillionHighClub_callout1=No Shops
- ui_pregame_port_MileMillionHighClub_callout2=No Amenities
- ui_pregame_port_MileMillionHighClub_callout3=No Security Features
- ui_pregame_port_MileMillionHighClub_desc=Designed by famed architectural firm Ido, this executive lounge features polished hardwood floors, a fully-stocked bar and two floor-to-ceiling aquariums. Whether hosting work associates, friends to watch the latest SataBall match or pulling out the stops for an all-night affair, the Million Mile High Club is the perfect venue for any kind of occasion.
- ui_pregame_port_MileMillionHighClub_history=
- ui_pregame_port_MileMillionHighClub_name=Million Mile High Club
- ui_pregame_port_NewBabbage_callout1=CenterMass, Omega Pro, Aparelli, Regal Luxury Rentals, The Factory Line
- ui_pregame_port_NewBabbage_callout2=NBIS, The Nest, MT Planetary Services, TDD, Wally's Bar, FTL, Shubin Interstellar Services
- ui_pregame_port_NewBabbage_callout3=microTech Security
- ui_pregame_port_NewBabbage_desc=Built to keep the world's freezing temperatures at bay, New Babbage is a luxurious city with top-class amenities and domed open spaces designed to inspire the creativity and productivity of the cutting edge companies and tech firms drawn here by microTech's innovative spirit.
- ui_pregame_port_NewBabbage_name=New Babbage
- ui_pregame_port_Olisar_callout1=LiveFire Weapons, Garrity Defense, Casaba Outlet, Dumper's Depot
- ui_pregame_port_Olisar_callout2=EZ Habs, Trade Terminals, Vending Machines
- ui_pregame_port_Olisar_callout3=Crusader Security
- ui_pregame_port_Olisar_desc=Located in the trade lanes above Crusader, Port Olisar offers a breathtaking view of the planet below. Owned and operated by Crusader Industries, Port Olisar acts as a gateway to the company’s vast planetary holdings and orbital shipyards.
- ui_pregame_port_Olisar_history=[PH] PLACEHOLDER TO BE FILLED IN..... Port Olisar History
- ui_pregame_port_Olisar_name=Port Olisar
- ui_pregame_port_Orison_callout1=Crusader Showroom, Cousin Crow's Custom Craft, Kel-To ConStore
- ui_pregame_port_Orison_callout2=August Dunlow Spaceport, TDD, Covalex, FTL, Green Circle, Voyager Bar
- ui_pregame_port_Orison_callout3=Crusader Security
- ui_pregame_port_Orison_desc=Located high above the clouds, Orison is built upon a military-constructed latticework of inhabitable floating platforms which Crusader Industries uses to construct their large-scale ships. The shipyards themselves are eerily beautiful and have made Orison a prime tourist destination in the Stanton system.
- ui_pregame_port_Orison_name=Orison
- ui_pregame_selectdestination=Please Select Destination
- ui_pregame_SpacePorts=Space Ports
- ui_pregame_SpacePorts_desc=Explore some of the unique locations of the Star Citizen Universe.
- ui_pregame_stanton_callout1=Shopping and trade opportunities available throughout the system.
- ui_pregame_stanton_callout2=Port Olisar, Lorville, Area18, Rest & Relax Stations, Levski, Green Imperial HEX (CLOSED)
- ui_pregame_stanton_callout3=ECN monitored space patrolled by local corporate security.
- ui_pregame_stanton_desc=While the UEE still controls the rights to the system overall, the four planets that reside here were sold by the government to four separate megacorporations – Hurston (Stanton I), Crusader (Stanton II), ArcCorp (Stanton III), and microTech (Stanton IV). These worlds became the first privately-owned planets in the Empire. Developed quickly over the past few decades, Stanton is growing into an economic powerhouse with large amounts of businesses and manufacturers flocking to the commercially-focused system. Of course, such rapid growth is not without problems - crime has become an increasing concern as the new corporate governments and security forces strive to maintain the law and uphold peace.
- ui_pregame_stanton_name=Stanton System
- ui_pregame_starmarine_desc=Itching for some intense FPS action? Pick a loadout and join in on some multiplayer mayhem!
- ui_pregame_VisitHangar=Hangar
- ui_pregame_VisitSpacePort=Location
- ui_PresetWarningPopUpDescription=Do you still wish to proceed?
- ui_PresetWarningPopUpTitle=Warning
- ui_Press_KEY_SkipIntro=Press [~action(default|ready)] to skip intro
- ui_Press_KEY_ToReclaim=Press [~action(default|respawn)] to reclaim
- ui_Press_KEY_ToRespawn=Press [~action(default|respawn)] to respawn
- ui_Press_Key_ToRetry=Press [~action(default|retry)] to retry
- ui_Previous=Previous
- ui_Primary=Primary
- ui_PrimaryObjectives=Primary Objectives
- ui_Private=PRIVATE
- ui_PrivateMatch_Desc=Custom and private unranked matches
- ui_PromptClickModify=Click to Modify
- ui_PromptDoubleclickRebind=Double Click to Rebind
- ui_PromptPressDoubleTap=Set Double Tap
- ui_PromptPressExpand=Press to Expand
- ui_PromptPressLock=Press to Lock
- ui_PromptPressMinimize=Press to Minimize
- ui_PromptPressModify=Press to Modify
- ui_PromptPressRebind=Press to Rebind
- ui_PromptPressSelect=Press to Select
- ui_PromptPressUnbind=Press to Unbind
- ui_PromptPressUnlock=Press to Unlock
- ui_PromptPressUnselect=Press to Unselect
- ui_PSCompletion_title=Pirates Defeated
- ui_PSCompletion_unlock=The Pirate Caterpillar is now unlocked for you to buy in the Pledge Store, for a limited time.
- ui_Quality=Quality
- ui_QualityTT=Graphics Quality
- ui_Quit=Quit
- ui_RaceTime=RACE TIME
- ui_Randomize=Randomize
- ui_Rank=RANK
- ui_ReadOnly=Read-Only
- ui_Ready=Ready
- ui_Ready_To_Scan=READY TO SCAN
- ui_RebindingKey=Rebinding
- ui_RebindingWaintingAxisInput=Waiting for axis type input
- ui_RebindingWaintingButtonInput=Waiting for button type input
- ui_RebindingWaintingInput=Waiting for Input
- ui_ReceivedFrom=From
- ui_RefreshList=Refresh List
- ui_RefreshMissions=Refresh Contracts
- ui_Region=REGION:
- ui_Region_All=ALL
- ui_Region_AUS=AUS
- ui_Region_BEST=BEST
- ui_Region_EU=EU
- ui_Region_USA=USA
- ui_RejectMission=Reject Contract
- ui_RejectOffer=Reject Offer
- ui_Rematch=Rematch
- ui_repDropDownLabel=Required Provider Rep
- ui_RepLevelAny=Any Rep Level
- ui_RepLevelFiveStar=Five Star Minimum
- ui_RepLevelFourStar=Four Star Minimum
- ui_RepLevelOneStar=One Star Minimum
- ui_RepLevelThreeStar=Three Star Minimum
- ui_RepLevelTwoStar=Two Star Minimum
- ui_reputationSelector=Minimum Provider Rating
- ui_Reset=Reset
- ui_ResetConfirmationPopUpDescription=Are you sure that you want to reset these settings?
- ui_ResetConfirmationPopUpTitle=Warning
- ui_ResetToDefaults=Reset to defaults
- ui_ResetTT=Reset Changes
- ui_Resolution=Resolution
- ui_ResolutionTT=Change Resolution
- ui_Resume=Resume
- ui_ResumeTT=Resume
- ui_Return_all_caps=RETURN
- ui_Revert=Revert
- ui_rewards=PAYMENT
- ui_SaturationJoystickRotx=Saturation Joystick X Rotation
- ui_SaturationJoystickRoty=Saturation Joystick Y Rotation
- ui_SaturationJoystickRotz=Saturation Joystick Z Rotation
- ui_SaturationJoystickSlider1=Saturation Joystick Slider 1
- ui_SaturationJoystickSlider2=Saturation Joystick Slider 2
- ui_SaturationJoystickX=Saturation Joystick X Axis
- ui_SaturationJoystickY=Saturation Joystick Y Axis
- ui_SaturationJoystickZ=Saturation Joystick Z Axis
- ui_Save=Save
- ui_SaveChanges=Save Changes
- ui_SaveLoadout=Save Loadout
- ui_Scanning_Target=SCANNING TARGET
- ui_Score=SCORE
- ui_Secondary=Secondary
- ui_SecondaryObjectives=Secondary Objectives
- ui_selectBeaconType=Beacon Type
- ui_SelectLanguage=
- ui_SelectLoadout=Select Loadout
- ui_SelectPortToModify=Select Ship Port to Modify
- ui_SelectTransferLocation=Select Transfer Location
- ui_services_error_ACCOUNT_ALREADY_LOGGED_IN=Account already logged in.\nDuplicate session ID found.\nPlease try again in a moment.
- ui_services_error_ACCOUNT_DATA_FAILED=Account data update failed.\nSynchronizing account data with the game network either failed or timed out.\nPlease try again.
- ui_services_error_ACCOUNT_LOGIN_FAILED=Account login failed.\nPlease verify your login credentials and try again.
- ui_services_error_ACCOUNT_LOGIN_TIMED_OUT=Account login timeout.\nLogin request to the Authentication server timed out.\nPlease try again.
- ui_services_error_ACCOUNT_WAITING_FOR_RECONNECT=You have been disconnected. You have two minutes to reconnect before the client shuts down.
- ui_services_error_CONNECTION_FAILED=CIG services connection failed.\nUnable to connect to game network.\nIf the problem persists please check the internet connection.
- ui_services_error_CONNECTION_KICKED_CS=An Admin has kicked you from the server.
- ui_services_error_CONNECTION_KICKED_LOGIN_QUEUE_PROCESS_PLAYER_TIMEOUT=Disconnected from server. Login queue process player timeout.
- ui_services_error_CONNECTION_KICKED_LOGIN_QUEUE_TIMEOUT=Disconnected from server. Login queue timeout.
- ui_services_error_CONNECTION_KICKED_MOD=(PH) Kicked from server.
- ui_services_error_CONNECTION_KICKED_MULTIPLE_LOGIN=Disconnected from server. Your account has logged in from another computer.
- ui_services_error_CONNECTION_TIMED_OUT=CIG services connection timed out.\nUnable to connect to the game network.\nIf the problem persists please check the internet connection.
- ui_services_error_CONNECTION_UNINITIALIZED=CIG services connection unavailable.\nPlease verify your login credentials and try again.
- ui_services_error_CONNECTION_WAITING_FOR_RECONNECT=You have been disconnected. You have two minutes to reconnect before the client shuts down.
- ui_services_error_PERSISTENT_VARIABLE_REQUEST_FAILED=CIG services persistent variable request failed\nIf the problem persists please check the internet connection.
- ui_Settings=Settings
- ui_ShareMission=Share
- ui_Ship=Ship
- ui_ShipCustomization=Ship Customization
- ui_ShipSelector_Info_AwaitingDelivery=Awaiting Delivery
- ui_ShipSelector_Info_Checking=Checking...
- ui_ShipSelector_Info_Destroyed=Destroyed
- ui_ShipSelector_Info_Impounded=Impounded
- ui_ShipSelector_Info_InBay=In Bay
- ui_ShipSelector_Info_InsuranceClaimed=Insurance Claimed
- ui_ShipSelector_Info_OnPad=On Pad
- ui_ShipSelector_Info_Refueling=Refueling
- ui_ShipSelector_Info_RepairsInProgress=Repairs In Progress
- ui_ShipSelector_Info_RetrievalQueued=Retrieval Queued
- ui_ShipSelector_Info_Stored=Stored
- ui_ShipSelector_Info_Tracked=Tracked
- ui_ShipSelector_Info_TransferringToStorage=Transferring to Storage
- ui_ShipSelector_Info_Unknown=Unknown
- ui_showCreateWidget=Create Beacon
- ui_ShowEverything=Show Everything
- ui_Singleplayer=SINGLEPLAYER
- ui_Size=Size
- ui_slaver_heavy=Defiance Heavy Armor
- ui_slaver_light=Calico Light Armor
- ui_slaver_medium=DustUp Medium Armor
- ui_sm_loadout_ArmorSelectionText=Select Armor Type
- ui_sm_loadout_CheckboxText=[PH] Filter Locked Items
- ui_sm_loadout_ConfirmLoadout=CONFIRM LOADOUT
- ui_sm_loadout_elimination=Elimination
- ui_sm_loadout_GrenadeText=Grenades
- ui_sm_loadout_HeadText=Head
- ui_sm_loadout_HeavyArmorButton=Heavy Armor
- ui_sm_loadout_HelmetsText=(PH) Helmets
- ui_sm_loadout_LightArmorButton=Light Armor
- ui_sm_loadout_marine=Last Stand - Marine
- ui_sm_loadout_MediumArmorButton=Medium Armor
- ui_sm_loadout_MediumWeaponLabel=Primary Weapon
- ui_sm_loadout_NoneSelectionText=None
- ui_sm_loadout_RenamePreset=Rename Preset
- ui_sm_loadout_SavePreset=Save Preset
- ui_sm_loadout_ScreenDesc=Customize your weapon and equipment loadout.
- ui_sm_loadout_ScreenName=Character Loadout
- ui_sm_loadout_slaver=Last Stand - Outlaw
- ui_sm_loadout_SmallWeaponLabel=Sidearm
- ui_sm_loadout_TeamButtonMarines=[PH] Join the Outlaws
- ui_sm_loadout_TeamButtonOutlaws=[PH] Join the Marines
- ui_sm_loadout_WeaponText=Weapons
- ui_sm_loadoutitem_Locked=Locked
- ui_sm_lobby_LoadoutSelectionButtonText=Loadout Selection
- ui_sm_SaveLoadout=Save Loadout
- ui_sm_TeamA=Marines
- ui_sm_TeamB=Outlaws
- ui_SMDescLong=Play as either a Star Marine or Outlaw in simulated FPS battles. Gear up, grab your friends, and get ready for strategic firefights set in a number of memorable arenas.
- ui_SoundSettings=Sound Settings
- ui_SoundSettingsTitle=Sound Settings
- ui_SoundSettingsTT=Change Sound Settings
- ui_SoundVolume=Sound Volume
- ui_SoundVolumeTT=Change Sound Volume
- ui_StandardAtmosphereUnit=atm
- ui_StoreAll=Store All
- ui_StoreAllItemsOnFloor=This will store all of your personal inventory in a cargo box on the floor
- ui_SubmitButton=Broadcast Beacon
- ui_SwitchTeam=Switch Teams
- ui_Target_Scanning_Mode=TARGET SCANNING MODE
- ui_Target_Tracked=TARGET TRACKED
- ui_TeamSetup=Team Setup
- ui_TeamTotals=TEAM TOTALS
- ui_Them=Them
- ui_TimeLimit=Time Limit
- ui_TimeRemaining=Contract Availability
- ui_ToggleControlList=ADVANCED CONTROLS CUSTOMIZATION
- ui_ToggleDefaultPresetImage=DEFAULT PRESET IMAGE
- ui_Track=Track
- ui_TransferFailed=Transfer Failed!
- ui_TransferItems=Transfer Items
- ui_TransferringFrom=Transferring From
- ui_TransferSuccessful=Transfer Successful!
- ui_triggerTask=Trigger Task
- ui_Type=Type
- ui_Unaccessible=Unaccessible
- ui_unequip=Unequip
- ui_Unequipped=Unequipped
- ui_Untrack=Untrack
- ui_VideoVolume=Video Volume
- ui_VideoVolumeTT=Change Video Volume
- ui_ViewCurve=Cancel and edit curve
- ui_VSCompletion_purchase=The Vanduul Glaive is now unlocked for rent in the Electronic Access Store.
- ui_VSCompletion_title=Vanduul Defeated
- ui_VSCompletion_unlock=The Vanduul Glaive is now unlocked for you to buy in the Pledge Store, for a limited time.
- ui_WarningChildState=One or more child options will be override, do you want to propagate the parent value?
- ui_WarningCurvePopUpComponentTitle=Warning
- ui_WarningDeleteCurve=Your modification will delete your custom curve and set an exponent value (used to generate a new curve). Do you want to continue?
- ui_WarningDeleteCurveChild=Your modification will delete your custom curve and set an exponent value (used to generate a new curve). One or several child options might be changed in the process. Do you want to continue?
- ui_WarningDeleteExponent=Your modification will delete the exponent and set a new curve. Do you want to continue?
- ui_WarningDeleteExponentChild=Your modification will delete the exponent and set a new curve. One or several child option might be changed in the process. Do you want to continue?
- ui_weapons_ammo=Ammo
- ui_weapons_charge=Charge
- ui_weapons_energy=Energy
- ui_weapons_firemode_burst=Burst
- ui_weapons_firemode_charge=Charge
- ui_weapons_firemode_double=Double
- ui_weapons_firemode_narrow=Narrow
- ui_weapons_firemode_rapid=Rapid
- ui_weapons_firemode_scatter=Scatter
- ui_weapons_firemode_single=Single
- ui_weapons_mode=Mode
- ui_weapons_multi_charge=Charge
- ui_weapons_multi_Charging=Charging
- ui_weapons_multi_cutter=Cutter
- ui_weapons_multi_Danger=Danger
- ui_weapons_multi_drain=Drain
- ui_weapons_multi_Fracturing=Fracturing
- ui_weapons_multi_mining=Mining
- ui_weapons_multi_repair=Repair
- ui_weapons_multi_Scanning=Scanning
- ui_weapons_multi_tractor=Tractor
- ui_weapons_multiply=x
- ui_weapons_outof=Out Of
- ui_weapons_reload=[R] Reload
- ui_WillReplace=Will Replace
- ui_Yes=Yes
- ui_You=You
- unittest_string=ACE BURGERS!!!!!!
- usable_activate=Activate
- usable_close=Close
- usable_deactivate=Deactivate
- usable_eject=Eject
- usable_grab=Grab
- usable_open=Open
- usable_pickup=Pick up
- usable_powerOn=Power on
- usable_refillMedPens=Refill MedPens
- usable_retrieveData=Retrieve Data
- usable_scan=Scan
- usable_seal_airlock=Seal Airlock
- usable_search=Search
- usable_transferData=Transfer data
- usable_upload=Upload
- usable_use=Use
- vehicel_DescANVL_Valkyrie=Manufacturer: Anvil Aerospace \nFocus: Military / Industrial\n\nThe Valkyrie ups the ante on troop transport. Designed to safely deliver and extract up to twenty soldiers, as well as vehicles, the most hostile locations. This conflict-ready mil-spec craft is a formidable force, both offensively and defensively. Built with military, militia, and private defense contractors in mind, the Valkyrie is the most efficient and effective personnel transport in its class.
- vehicle_class_bomber=Bomber
- vehicle_class_corvette=Corvette
- vehicle_class_courier=Courier
- vehicle_class_destroyer=Destroyer
- vehicle_class_dropship=Drop Ship
- vehicle_class_expedition=Expedition
- vehicle_class_frigate=Frigate
- vehicle_class_gunship=Gun Ship
- vehicle_class_heavybomber=Heavy Bomber
- vehicle_class_heavyfighter=Heavy Fighter
- vehicle_class_heavyfreight=Heavy Freight
- vehicle_class_heavymining=Heavy Mining
- vehicle_class_heavyrefuelling=Heavy Refuelling
- vehicle_class_heavyrepair=Heavy Repair
- vehicle_class_heavysalvage=Heavy Salvage
- vehicle_class_heavyscience=Heavy Science
- vehicle_class_interceptor=Interceptor
- vehicle_class_interdiction=Interdiction
- vehicle_class_lightfighter=Light Fighter
- vehicle_class_lightfreight=Light Freight
- vehicle_class_lightmining=Light Mining
- vehicle_class_lightscience=Light Science
- vehicle_class_luxury=Luxury
- vehicle_class_medical=Medical
- vehicle_class_mediumdata=Medium Data
- vehicle_class_mediumfighter=Medium Fighter
- vehicle_class_mediumfightermediumfreight=Medium Fighter / Medium Freight
- vehicle_class_mediumfreight=Medium Freight
- vehicle_class_mediumfreightgunshio=Medium Freight / Gun Ship
- vehicle_class_mediummining=Medium Mining
- vehicle_class_passenger=Passenger
- vehicle_class_pathfinder=Pathfinder
- vehicle_class_racing=Racing
- vehicle_class_reporting=Reporting
- vehicle_class_snubfighter=Snub Fighter
- vehicle_class_starterlightfreight=Starter / Light Freight
- vehicle_class_starterpathfinder=Starter / Pathfinder
- vehicle_class_stealthbomber=Stealth Bomber
- vehicle_class_stealthfighter=Stealth Fighter
- Vehicle_Container_Screen_Door_001=Wip_Open Door
- Vehicle_Container_Screen_Door_002=Wip_Close Door
- Vehicle_Container_Screen_Ramp_001=Wip_Open Ramp
- Vehicle_Container_Screen_Ramp_002=Wip_Close Ramp
- vehicle_DescAEGS_Avenger=Manufacturer: Aegis Dynamics \nFocus: Interdiction\n\nInitially designed as Aegis’ frontline carrier ship for the military, the Avenger Stalker took a different path, ultimately having a long and storied career as the standard patrol craft of the UEE Advocacy. Utilizing its cargo hold for prisoner transport, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts.
- vehicle_DescAEGS_Avenger_Renegade=Manufacturer: Aegis Dynamics \nFocus: Light Freight\n\nCreated as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
- vehicle_DescAEGS_Avenger_Stalker=Manufacturer: Aegis Dynamics\nFocus: Interdiction\n\nInitially designed as Aegis’ frontline carrier ship for the military, the Avenger Stalker took a different path, ultimately having a long and storied career as the standard patrol craft of the UEE Advocacy. Utilizing its cargo hold for prisoner transport, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts.
- vehicle_DescAEGS_Avenger_Stalker_Renegade=Manufacturer: Aegis Dynamics\nFocus: Light Freight\n\nCreated as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
- vehicle_DescAEGS_Avenger_Stalker_Titan=Manufacturer: Aegis Dynamics\nFocus: Light Freight \n\nLacking the Prisoner Cells of the Stalker or the EMP Generator of the Warlock, the Titan’s hold is free to carry cargo. Couple that available space with the Avenger’s tried and true combat abilities and you’ve got a light cargo hauler that’s more than capable of handling itself in a fight.
- vehicle_DescAEGS_Avenger_Stalker_Warlock=Manufacturer: Aegis Dynamics\nFocus: Interdiction\n\nThe Avenger Warlock was built towards a single design philosophy: stop ships, don’t destroy them. Probably the closest to a non-lethal fighter, the Warlock is outfitted with a Behring REP-8 EMP Generator, capable of emitting a powerful electromagnetic wave to disable any electronics unfortunate enough to be within the blast radius.
- vehicle_DescAEGS_Eclipse=Manufacturer: Aegis Dynamics\nFocus: Stealth Bomber\n\nThe Aegis Eclipse is a bomber designed to get in and strike before it's ever even spotted. After extensive service with the UEE, this high-tech military equipment is making its debut on the civilian market for 2947.
- vehicle_DescAEGS_Gladius=Manufacturer: Aegis Dynamics\nFocus: Light Fighter\n\nThe Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dogfighting, the Gladius is an ideal interceptor or escort ship.
- vehicle_DescAEGS_Gladius_PIR=[PH] Aegis Gladius Pirate
- vehicle_DescAEGS_Gladius_Valiant=Manufacturer: Aegis Dynamics\nFocus: Light Fighter \n\nCreated as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Valiant pays tribute to famed defense pilot Condi Hillard for being the first Human on record to defeat a Vanduul in combat. This Gladius comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring her iconic ship.
- vehicle_DescAEGS_Hammerhead=Manufacturer: Aegis Dynamics \nFocus: Heavy Gunship\n\nThe ability to respond quickly and establish battlefield dominance are paramount to any kind of security operation. Simply put, Aegis' Hammerhead heavy gunship is built to react and fight. Outfitted with both manned and unmanned turrets, the Hammerhead is equally capable of providing anti-fighter support for larger capital ships or spearheading a smaller militia or security outfit.
- vehicle_DescAEGS_Idris=Manufacturer: Aegis Dynamics\nFocus: Frigate\n\nA mark two 'peacekeeper' variant developed for the UEE patrol services, the Idris-P strips the standard ship's ship-to-ship gun and spinal mount in favor of additional cargo capacity and superior speed.
- vehicle_DescAEGS_Idris_Test=<-=MISSING=->
- vehicle_DescAEGS_Javelin=Manufacturer: Aegis Dynamics\nFocus: Destroyer\n\nDesigned for use by the UEE military, the Javelin is a massive, modular capital ship that can be appropriated for entrepreneurial use. With a detailed interior, plenty of modular room options, and a high crew capacity, the Javelin is a ship that has made a name for itself in a variety of roles.
- vehicle_DescAEGS_Reclaimer=Manufacturer: Aegis Dynamics\nFocus: Heavy Salvage\n\nThe Aegis Reclaimer is an industrial salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Reclaimer is an ideal ship for taking advantage of deep space wrecks. Tractor beams, floodlights, scanner options and docking ports round out the tools on this capable, utilitarian spacecraft.
- vehicle_DescAEGS_Redeemer=Manufacturer: Aegis Dynamics\nFocus: Gunship \n\nNow you can own the Next Great Starship! Designed by Star Citizen's backers, the Aegis Redeemer is a powerful fighting ship capable of holding its own in combat with a powerful weapons payload. Dotted with turrets and missiles, the Redeemer also doubles as an armored landing craft capable of delivering armored soldiers for first person combat!
- vehicle_DescAEGS_Retaliator=Manufacturer: Aegis Dynamics\nFocus: Heavy Bomber\n\nThis civilian refit of the Retaliator trades the ship's massive torpedo bays for equally massive cargo capacity.
- vehicle_DescAEGS_RetaliatorBomber=Manufacturer: Aegis Dynamics\nFocus: Heavy Bomber\n\nOne of the United Empire of Earth's most powerful warbirds, Aegis Dynamics' Retaliator is a fearsome weapons platform designed to strike and kill capital ships. A key portion of the UEE's power projection, Retaliator squadrons have served with distinction against outlaws, the Vanduul, and elsewhere.
- vehicle_DescAEGS_Sabre=Manufacturer: Aegis Dynamics\nFocus: Stealth Fighter\n\nPart of Aegis Dynamics’ Phase Two of new ship models, the Sabre was designed as a space superiority fighter for those situations where you need to leave a lighter footprint. Designed to be a rapid responder, the Sabre is more than capable of establishing battlefield dominance for any number of combat scenarios.
- vehicle_DescAEGS_Sabre_Comet=Manufacturer: Aegis Dynamics\nFocus: Stealth Fighter\n\nCreated as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Comet pays tribute to famed pilot Captain Kamur Dalion for his work with Aegis to usher in a new era of combat ship design. This Sabre comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
- vehicle_DescAEGS_Sabre_Raven=Manufacturer: Aegis Dynamics \nFocus: Interdiction\n\nAegis Dynamics have raised the bar yet again with their Raven variant, maintaining all the speed and maneuverability of its Sabre forebear, but with a lower ship signature, making it a fast, stealthy infiltrator.
- vehicle_DescAEGS_Vanguard=Manufacturer: Aegis Dynamics\nFocus: Heavy Fighter\n\nA hard-charging bulldog of a fighter which features extensive forward-mounted weaponry designed to tear through the shields and armor of other spacecraft. So-named because their multiple-jump range allows them to form the vanguard of any military expedition, Vanguards have seen extensive service against the Vanduul.
- vehicle_DescAEGS_Vanguard_Harbinger=Manufacturer: Aegis Dynamics\nFocus: Bomber\n\nThe Vanguard Harbinger is Earth's standard fighter/bomber, converting the standard Warden's escape pod into a potent bomb bay. The extended range of the Vanguard and the relatively small profile mean that it can go where carrier-based ships or larger strategic bombers don't, strike hard, and then make it back to base.
- vehicle_DescAEGS_Vanguard_Harbinger_Harbinger=Manufacturer: Aegis Dynamics\nFocus: Bomber\n\nThe Vanguard Harbinger is Earth's standard fighter/bomber, converting the standard Warden's escape pod into a potent bomb bay. The extended range of the Vanguard and the relatively small profile mean that it can go where carrier-based ships or larger strategic bombers don't, strike hard, and then make it back to base.
- vehicle_DescAEGS_Vanguard_Hoplite=Manufacturer: Aegis Dynamics\nFocus: Dropship \n\nThe Vanguard Hoplite is a cross between the winning Vanguard deep space fighter and a dedicated boarding ship. Adapting the reliable design for amphibious operations, the Hoplite is the perfect tool for inserting an armored strike team with enough firepower to get them out again.
- vehicle_DescAEGS_Vanguard_Sentinel=Manufacturer: Aegis Dynamics\nFocus: Interdiction \n\nThe Vanguard Sentinel is a ship that's designed to fight smart instead of taking enemies head on. The conversion features an AR cockpit, an external e-War pod, decoy missiles and a set of EMP charges. Vanguard Sentinels often provide necessary combat support for combined operations. A lone Sentinel is frequently paired with Harbinger bombers and Warden escorts for large attack missions.
- vehicle_DescAEGS_Vanguard_Sentinel_Sentinel=Manufacturer: Aegis Dynamics\nFocus: Interdiction \n\nThe Vanguard Sentinel is a ship that's designed to fight smart instead of taking enemies head on. The conversion features an AR cockpit, an external e-War pod, decoy missiles and a set of EMP charges. Vanguard Sentinels often provide necessary combat support for combined operations. A lone Sentinel is frequently paired with Harbinger bombers and Warden escorts for large attack missions.
- vehicle_DescAEGS_Vanguard_Warden=Manufacturer: Aegis Dynamics\nFocus: Heavy Fighter\n\nA hard-charging bulldog of a fighter which features extensive foward-mounted weaponry designed to tear through the shields and armor of other spacecraft. So named because their multiple jump range allows them to form the vanguard of any military expedition, Vanguards have seen extensive service against the Vanduul.
- vehicle_DescANVIL_Hornet_F7C=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nTo the enemy, it is a weapon never to be underestimated. To allies, it's a savior. The F7C Hornet is the same dependable and resilient multi-purpose fighter that has become the face of the UEE Navy. The F7C is the foundation to build on and meet whatever requirements you have in mind.
- vehicle_DescANVL_Arrow=Manufacturer: Anvil Aerospace \nFocus: Light Fighter\n\nUnmatched design, blazing top speed, and ultra-responsive maneuverability make the Arrow the most agile scrapper in its class. With a robust weapons package that provides firepower to spare, this is truly the classic light fighter, updated for the next generation of combat.
- vehicle_DescANVL_Ballista=Manufacturer: Anvil Aerospace\nFocus: Anti-Aircraft\n\nKeep your airspace clear of danger with the Anvil Ballista. Originally designed to defend outposts from Vanduul attacks, this mobile missile defense system packs a powerful loadout, allowing the Ballista to stand firm against any threat, whether it arrives by air or land.
- vehicle_DescANVL_Ballista_Dunestalker=Manufacturer: Anvil Aerospace\nFocus: Anti-Aircraft\n\nKeep your airspace clear of danger with the Anvil Ballista. Originally designed to defend outposts from Vanduul attacks, this mobile missile defense system packs a powerful loadout, allowing the Ballista to stand firm against any threat, whether it arrives by air or land. The Dunestalker variant features a naturalistic paint scheme ideal for blending into harsh landscapes.
- vehicle_DescANVL_Ballista_Snowblind=Manufacturer: Anvil Aerospace\nFocus: Anti-Aircraft\n\nKeep your airspace clear of danger with the Anvil Ballista. Originally designed to defend outposts from Vanduul attacks, this mobile missile defense system packs a powerful loadout, allowing the Ballista to stand firm against any threat, whether it arrives by air or land. The Snowblind variant comes in a grey camouflage pattern to keep it concealed against rocky or lunar terrain.
- vehicle_DescANVL_Carrack=Manufacturer: Anvil Aerospace
- vehicle_DescANVL_Crucible=Manufacturer: Anvil Aerospace\nFocus: Heavy Repair\n\nA so-called "flying toolbox," the Crucible is Anvil Aerospace's first dedicated repair ship. Featuring a rotating control bridge and a detachable pressurized workspace, the Crucible is a versatile mobile garage equipped with repair arms, a drone operation center, and all the equipment needed to overhaul a damaged craft back into fighting shape.
- vehicle_DescANVL_Gladiator=Manufacturer: Anvil Aerospace\nFocus: Bomber\n\nThe civilian model of the Gladiator appeals to those that want explore the ‘Verse with a bit of added security. Supporting a maximum of two the Gladiator is perfectly equipped to explore and fight with or without a wingman. The Civilian model allows pilots to choose between an extra cargo hold or a bomb bay.
- vehicle_DescANVL_Hawk=Manufacturer: Anvil Aerospace \nFocus: Light Fighter\n\nA small, light fighter with an emphasis on weaponry, the Hawk boasts an impressive arsenal of lethal and non-lethal weapons, making it a perfect ship for independent bounty hunters or local security looking for a little more punch.
- vehicle_DescANVL_Hornet=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nTo the enemy, it is a weapon never to be underestimated. To allies, it's a savior. The F7C Hornet is the same dependable and resilient multi-purpose fighter that has become the face of the UEE Navy. The F7C is the foundation to build on and meet whatever requirements you have in mind.
- vehicle_DescANVL_Hornet_DFM=[PH] Anvil Hornet
- vehicle_DescANVL_Hornet_F7A=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nThe UEE Navy's premier carrier-based fighter craft, the F7A is the front-line attack ship for military combat missions. While not outfitted for long range runs, the Hornet can take her share of hits... and dish out a consistent, powerful response.
- vehicle_DescANVL_Hornet_F7CM=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nThe closest to the Military load-out as is legally possible for a Civilian model, the F7C-M Super Hornet reattaches the ball turret and offers near milspec parts under the hood. Proving that two heads are better than one, a second seat has been added to split the logistic and combat duty, making the Super Hornet a truly terrifying mark to engage.
- vehicle_DescANVL_Hornet_F7CM_Heartseeker=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nDesigned for pilots whose true love is the pulse-pounding thrill of a harrowing dogfight, the limited-edition F7C-M Heartseeker is 'the one' for true combat die-hards. Loaded with top-of-the-line components and outfitted with four imposing Behring laser cannons, this fierce eradicator hones the legendary combat proficiency of the Super Hornet to give you the ultimate edge in space combat.
- vehicle_DescANVL_Hornet_F7CR=Manufacturer: Anvil Aerospace\nFocus: Pathfinder\n\nIf the Ghost is made to hide, the Tracker is made to seek. The F7C-R Tracker boasts an advanced radar suite making it ideal for deep-space explorers who require depth and accuracy in their scan packages. Local militia and larger merc units will also repurpose Trackers to act as mobile C&C ships for their squadrons.
- vehicle_DescANVL_Hornet_F7CS=Manufacturer: Anvil Aerospace\nFocus: Stealth Fighter\n\nThrough a combination of low-emission drives, low-draw weapons, and Void Armor technology capable of diffusing scans, the F7C-S Ghost is built for the pilot who wants to keep a low profile. The Ghost is capable of slipping past the most ardent of observers to accomplish whatever goal you need to accomplish. Don't worry, we won't ask.
- vehicle_DescANVL_Hornet_Wildfire=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nCreated as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Wildfire pays tribute to famed pilot Aria Reilly for her distinguished service with the legendary Squadron 42. This Hornet comes equipped with her own personally selected loadout preferences and a custom special edition livery honoring her iconic ship.
- vehicle_DescANVL_Hurricane=Manufacturer: Anvil Aerospace\nFocus: Heavy Fighter\n\nBig things do come in small packages: the Hurricane is a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament: six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can't knock down.
- vehicle_DescANVL_Lightning_F8=[PH] Anvil Lightning F8
- vehicle_DescANVL_Pisces=Manufacturer: Anvil Aerospace\nFocus: Exploration / Pathfinder\n\nWith its compact frame, deft maneuverability, and seating for three, the C8 Pisces snub craft, included with every Carrack, is built by Anvil Aerospace for scouting ahead or exploring environments inaccessible to its larger carrier ship.
- vehicle_DescANVL_Pisces_Expedition=Manufacturer: Anvil Aerospace\nFocus: Exploration / Pathfinder\n\nSporting more guns and a limited-edition livery, the C8X Pisces Expedition turns the stout snub into a perfectly viable standalone exploration vessel. With its compact frame, deft maneuverability, and seating for three, the Pisces Expedition is ready to take on its own adventures.
- vehicle_DescANVL_Terrapin=Manufacturer: Anvil Aerospace\nFocus: Pathfinder\n\nPresenting the Anvil Aerospace U4A-3 Terrapin-class Scanning/Exploration Ship. The Terrapin was developed near the end of the 28th century to serve as the first ship in the Empire’s defensive restructuring of the Navy. The Terrapin’s watchword is protection, with extensive shield systems and armor layers designed to provide the maximum possible defense for pilot and crew. While it lacks the maneuverability of a dedicated fighter, it does maintain an advanced, hard-hitting array of weapons intended to keep the most fearsome Vanduul raider at bay.
- vehicle_DescANVL_Valkyrie_CitizenCon=Manufacturer: Anvil Aerospace \nFocus: Military / Industrial\n\nFor over a century, Anvil ships have distinguished themselves in countless civilian and military combat operations. Honor that proud tradition of security with the limited Liberator Edition Valkyrie, featuring an exclusive trim package commemorating the ship's debut at CitizenCon 2948.
- vehicle_DescARGO_Mole=Manufacturer: Argo Astronautics\nFocus: Mining\n\nARGO’s iconic multi-operator laser extractor, more commonly referred to as the MOLE, lets you work faster and more effectively than ever before, thanks to its patented trilateral mining system. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE lives by the adage "many hands make for light work".
- vehicle_DescARGO_Mole_Carbon=Manufacturer: Argo Astronautics\nFocus: Mining\n\nARGO’s iconic multi-operator laser extractor, more commonly referred to as the MOLE, lets you work faster and more effectively than ever before, thanks to its patented trilateral mining system. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The Carbon Edition offers the MOLE's revered mining ability with a distinctive all-black finish.
- vehicle_DescARGO_Mole_Talus=Manufacturer: Argo Astronautics\nFocus: Mining\n\nARGO’s iconic multi-operator laser extractor, more commonly referred to as the MOLE, lets you work faster and more effectively than ever before, thanks to its patented trilateral mining system. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE Talus Edition boasts the same mining proficiency as the standard ship along with a more discreet gray skin.\n
- vehicle_DescARGO_MPUV=Manufacturer: Argo Astronautics\nFocus: Light Freight\n\nThe ARGO Astronautics MPUV-1C (commonly ‘Argo Cargo’) is a dedicated merchant transfer ship, a ubiquitous intergalactic stevedore. Vast numbers of Argo Cargos are responsible for loading and unloading goods onto massive long-haul transports and miners that cannot otherwise land on planets or drydocks, such as the Hull D and the Orion. Some captains choose to own and operate their own Argo, while others pay privately owned ships operating as port services a rental fee for performing the unloading process.
- vehicle_DescARGO_MPUV_Transport=Manufacturer: Argo Astronautics\nFocus: Transport\n\nThe ARGO Astronautics MPUV-1P (commonly ‘Argo Personnel.’) This version of the Argo is geared towards a simple but incredibly important responsibility: moving grounds of people from place to place. The UEE Navy uses MPUV-1Ps extensively, and any new recruit can likely recall those terrifying moments in which such a ship carried them to their first space assignment. In civilian hands, Argo Personnel ships are adapted for everything from standard taxi services to use as makeshift combat dropships. The ARGO is capable of carrying up to eight humans and their equipment.
- vehicle_DescBanu_Defender=Manufacturer: Banu \nFocus: Light Fighter\n\nMeet the Banu Defender, a multi-crew fighter whose patchwork design highlights technology from a variety of species. Though cargo space is limited, the Defender features modest accommodations for its crew and provides easy access to components. The Defender gets its name from the role it serves: the first line of defense against enemy attacks. That's why the Defender makes the ideal companion to the Merchantman: one to do the heavy hauling and the other to perform the deadly dogfighting.
- vehicle_DescCNOU_Mustang=Manufacturer: Consolidated Outland \nFocus: Light Freight\n\nInspired by Consolidated Outland CEO Silas Koerner’s cutting edge vision, the Mustang Alpha is a sleek, stylish spacecraft that uses ultralight alloys to push power ratios to the limits, albeit sometimes unsafely. And now, with the optional Cargo Carrier, you can have the Alpha’s advantages without sacrificing carrying capacity.
- vehicle_DescCNOU_Mustang_Beta=Manufacturer: Consolidated Outland \nFocus: Pathfinder\n\nThe Mustang Beta, with its unprecedented range, is made for long duration flights. The factory standard Tarsus Leaper Jump Engine enables the Beta to travel to the galaxy’s farthest systems with ease, while the ship’s unique Com4T living quarters will make the journey feel like you never left home.
- vehicle_DescCNOU_Mustang_CitizenCon18=Manufacturer: Consolidated Outland \nFocus: Light Freight\n\nDesigned to commemorate the 2948 CitizenCon, this customized model of the newly revised Mustang Alpha features an exclusive new paintjob designed by Silas Koerner himself.
- vehicle_DescCNOU_Mustang_Delta=Manufacturer: Consolidated Outland \nFocus: Light Fighter\n\nWhile it may not be able to go toe to toe with some of the military specific ships, by reinforcing the Mustang’s already strong hull construction with Consolidated Outland’s own line of Cavalry Class Mass Reduction Armor, the Delta has a reduced cross-sectional signature that evens the playing field.
- vehicle_DescCNOU_Mustang_Gamma=Manufacturer: Consolidated Outland \nFocus: Racing\n\nConsolidated Outland’s design and engineering teams have managed to tweak and refine the Mustang into an admirable racer. The end result, the Mustang Gamma, has smooth acceleration, and power on demand thanks to an innovative package featuring three powerful Magma Jet engines for maximum thrust.
- vehicle_DescCNOU_Mustang_Omega=Manufacturer: Consolidated Outland \nFocus: Racing\n\nConsolidated Outland teamed up with custom tuning company Accelerated Mass Design to create a limited edition racer that features a ramped up fuel intake for faster recycling of the ship’s already impressive boost system. To cap off the collaboration, AMD enlisted resident underground artist Sektor8 to design the dynamic paint job.
- vehicle_DescDRAK_Buccaneer=Manufacturer: Drake Interplanetary\nFocus: Interdiction\n\nThe Buccaneer has been designed from the ground up to fly and fight the way you live. No leather interiors or hyperpillows here: the Bucc is a scrapper designed to maneuver and fight above its weight class. This rough-and-tumble frontier fighter can be maintained in the worst of conditions in order to keep real, working space crews alive.
- vehicle_DescDRAK_Caterpillar=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization.
- vehicle_DescDRAK_Caterpillar_Pirate=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization. This model features a unique livery applied by the previous owners.
- vehicle_DescDRAK_Caterpillar_Pirate_Pirate=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization. This model features a unique livery applied by the previous owners.
- vehicle_DescDRAK_Caterpillar_ShipShowdown=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization.
- vehicle_DescDRAK_Cutlass_Black=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Freight\n\nDrake Interplanetary claims that the Cutlass Black is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations.
- vehicle_DescDRAK_Cutlass_Black_ShipShowdown=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Freight\n\nDrake Interplanetary claims that the Cutlass Black is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations.
- vehicle_DescDRAK_Cutlass_DRAK_Cutlass_Blue=Manufacturer: Drake Interplanetary\nFocus: Interdiction\n\nSleek, mean, and royal. The Cutlass Blue adds missiles, a more aggressive engine, and Durasteel holding cells in the cargo bay to the standard model. The Cutlass Blue is the outworld militia standard ship of choice for patrols.
- vehicle_DescDRAK_Cutlass_DRAK_Cutlass_Red=Manufacturer: Drake Interplanetary\nFocus: Medical\n\nThe Cutlass Red converts the standard cargo hold to a well-equiped medical facility including an Autodoc. This starbound ambulance features the Nav-E7 Echo Transponder, a long range scanner, and a Secure Plus Docking Collar, making it ideal for search and rescue. This model also features a unique Red Crossbones skin.
- vehicle_DescDRAK_Dragonfly_Black=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger!
- vehicle_DescDRAK_Dragonfly_Pink_StarKitten=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This model features a custom paintjob of Genady Kuzo's beloved Star Kitten character.
- vehicle_DescDRAK_Dragonfly_StarKitten=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This model features a custom paintjob of Genady Kuzo's beloved Star Kitten character.
- vehicle_DescDRAK_Dragonfly_YellowJacket=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This model features a custom Yellowjacket paintjob.
- vehicle_DescDRAK_Herald=Manufacturer: Drake Interplanetary\nFocus: Medium Data\n\nThe Drake Herald is a small, armored ship designed to safely get information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily ‘cleaned’ when in danger of capture.
- vehicle_DescESPR_Prowler=[PH] Esperia Prowler
- vehicle_DescGRIN_Cydnus_test=Greycat Cydnus Mining Bot
- vehicle_DescGRIN_PTV=Greycat Personal Transport Vehicle
- vehicle_DescKRIG_P52_Merlin=Manufacturer: Kruger Intergalactic\nFocus: Snub Fighter\n\nDesigned in conjunction with RSI, this elegant short-range snub fighter represents the first ship produced under the Kruger Intergalactic brand. Utilizing centuries of manufacturing expertise, the compact precision of the Kruger hull blends perfectly with the trusted RSI thrusters to grant the Merlin exceptional handling and maneuverability while ensuring that it is capable of fulfilling a variety of roles from combat to scouting to scanning.
- vehicle_DescKRIG_P72_Archimedes=Manufacturer: Kruger Intergalactic\nFocus: Racer\n\nWhether for added security, exploring a system or simply the joy of flying, the Kruger Intergalactic’s P-72 Archimedes snub craft was designed to deliver exceptional handling and nimble acceleration in a sleek and stylish package.
- vehicle_DescMISC_Freelancer=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancers are used as long haul merchant ships by major corporations, but they are just as frequently repurposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy.
- vehicle_DescMISC_Freelancer_Base=Manufacturer: MISC\nFocus: Medium Freight \n\nFreelancers are used as long haul merchant ships by major corporations, but they are just as frequently re-purposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy.
- vehicle_DescMISC_Freelancer_DUR=Manufacturer: MISC\nFocus: Expedition \n\nThe Freelancer DUR variant specializes in exploration. Sacrificing 25% cargo capacity of the standard Freelancer for an enhanced jump drive, a more advanced scanner, and an expanded fuel tank may seem like a bad call to some, but those who value discovery over profit will find it to be their ship of choice.
- vehicle_DescMISC_Freelancer_MAX=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancer variant with additional cargo capacity at the expense of weapons. The Freelancer MAX variant sacrifices weaponry for an increased cargo capacity making it ideal for equipment or raw materials transport.
- vehicle_DescMISC_Freelancer_MIS=Manufacturer: MISC\nFocus: Gunship\n\nThe Freelancer MIS is a limited edition militarized variant of the classic mercantile ship developed by the UEE. These were produced in very small quantity due to some early payload incidents. This version sacrifices the majority of the cargo capacity to make way for missiles.
- vehicle_DescMISC_Prospector=Manufacturer: MISC\nFocus: Mining\n\nFor years, the Prospector has been the universe’s preferred mining vessel for solo operators. Featuring MISC’s sleek design sensibility and a bevy of upgraded high-tech mining tools, the 2947 Prospector perfectly balances form and functionality.
- vehicle_DescMISC_Razor=Manufacturer: MISC \nFocus: Racing\n\nThis advanced racer features an advanced composite spaceframe that puts pure speed ahead of everything else... it's the ship for pilots who want to leave the competition in the dust.
- vehicle_DescMISC_Razor_EX=Manufacturer: MISC \nFocus: Stealth\n\nOutfitted with signature-reducing materials, the RAZOR-EX was a specialty build for the UEE Advocacy for use in surveillance and extraction operations. Although the EX was ultimately rejected for widespread use, MISC released a variation of the model for the public who were looking to keep a lower profile.
- vehicle_DescMISC_Razor_LX=Manufacturer: MISC \nFocus: Luxury\n\nThe Razor gets supercharged. The LX features an overclocked engine to unleash blazing top speeds. This power comes at a cost with reduced maneuverability and armaments making it ideal for straight-shot racing. But who needs weapons when you’re leaving your competition in the dust.
- vehicle_DescMISC_Reliant=Manufacturer: MISC\nFocus: Light Freight\n\nWith the Reliant Kore, MISC adds to its already impressive lineup of ships, a smaller introductory-class spacecraft. Utilizing advanced Xi’An designs, the Reliant features broad, sleek wings, omni-directional thrusters and a fully-articulated two-seat cockpit that supports horizontal and vertical flight modes. All of this combines with a larger carrying capacity than many ships in its class to make the Kore a natural choice for short-range hauling, or with the simple addition of a few optional components, this can-do ship can do anything you dream of.
- vehicle_DescMISC_Reliant_Mako=Manufacturer: MISC\nFocus: Reporting\n\nThe Empire depends on up-to-the-second information, which is why reporters need to be able to go where the news is happening: wherever, whenever. Enter the Mako, all the flexibility and dependability of a MISC Reliant combined with a state-of-the-art Cernan camera package to capture every moment as it happens with the clarity and accuracy that makes headlines.
- vehicle_DescMISC_Reliant_Sen=Manufacturer: MISC\nFocus: Light Science\n\nMagellan, Pierce, Croshaw, names that echo through history thanks to their adventurous spirit, a curious nature, and a reliable ship. The Reliant Sen is a versatile mobile science platform; outfitted with long range capabilities to take you further, longer, and the advanced Samos sensor suite. Perfect for the aspiring explorer who wants to whisper their name into the halls of history.
- vehicle_DescMISC_Reliant_Tana=Manufacturer: MISC\nFocus: Light Fighter\n\nWith Humanity ever-expanding through the universe, the need for a versatile lightweight fighter has expanded with it. Easy to maintain with a rugged construction, the Reliant Tana makes for an ideal choice for frontier and outpost defense thanks to its custom high-yield power plant, stronger shields, and additional weapon mounts.
- vehicle_DescMISC_Starfarer=Manufacturer: MISC\nFocus: Heavy Refueling\n\nThe Starfarer differs from traditional bulk freighters in one key way: it is a dedicated fuel platform. The Starfarer is designed not only to load, store and protect fuel stasis units, it is designed to take in spaceborne hydrogen and then refine it for use without landing. The Starfarer can be used to ferry traditional bulk cargo pods (see diagram) but in such cases the fuel refining equipment would be useless. This equipment is modular and can be swapped out for another mission package for dry operations!
- vehicle_DescMISC_Starfarer_Gemini=Manufacturer: MISC\nFocus: Heavy Refueling\n\nThe United Empire of Earth military uses an adapted ‘rough and tumble’ variant of the Starfarer for their front line operations. The G2M Gemini, more commonly the Starfarer Gemini or ‘Star G,’ trades some cargo capacity and maneuverability in exchange for reinforced armor, increased shielding, more powerful engines and stronger versions of the three manned turrets. The Gemini also includes an optional missile pod, which can be swapped for the fuel intake unit on the ship’s nose (see below for details.) Missile pods can be mounted to either Starfarer variant.
- vehicle_DescORIG_300i=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nIf you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its particle cannons.
- vehicle_DescORIG_315p=Manufacturer: Origin Jumpworks\nFocus: Pathfinder\n\nExploration is man's highest calling. Prepare to chart distant horizons with man's most sophisticated piece of technology, the Origin 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
- vehicle_DescORIG_325a=Manufacturer: Origin Jumpworks\nFocus: Interdiction\n\nJust because it's a rough galaxy doesn't mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
- vehicle_DescORIG_350r=Manufacturer: Origin Jumpworks\nFocus: Racing\n\nThe combination of a Gangleri BP 707 Standard powerplant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you'll ever call your own.
- vehicle_DescORIG_600i=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nThis multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs.
- vehicle_DescORIG_600i_Touring=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nThis multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs.
- vehicle_DescORIG_85X=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nElegantly styled and meticulously constructed, the 85X is a versatile and comprehensive away-vessel that features precision control in and out of atmosphere. Utilizing much of the same thruster technology as the 300 series, it has the power of a racer with the reliability of a touring ship. Whether descending down to the planet surface or taking in the sights of your system, this runabout continues Origin’s proud tradition of turning heads.
- vehicle_DescORIG_890Jump=With an elegant, sleek exterior that belies its spacious interior, the 890 Jump is a true engineering marvel; crafted to impress from every angle by combining a unique, innovative design with the finest materials and the most advanced technology. The result is a vessel that is in a class all of its own, a masterpiece worthy of the name ORIGIN.
- vehicle_DescORIG_m50=Manufacturer: Origin Jumpworks\nFocus: Racing\n\nIf you want to get from point A to point B as quickly as possible and with as much style as possible then Origin's M50 is for you. Featuring supercharged engines that counter a tiny weapons loadout, the M50 is a ship for going FAST.
- vehicle_Descprobe_comms_1_a=Manufacturer: Chimera Communications \nFocus: Recon\n\nThe Auris, from manufacturer Chimera Communications, allows you to easily collect and store transmissions, making it ideal for short-range activity monitoring. Designed to be virtually invisible while operating, this low-powered Passive Data Collection (PDC) Monitor is perfect for providing extra security to any station or facility with detailed logging of data transmissions and local ship traffic records. Plus, the included backup burst transmitter allows for the datastores to be transferred in the case of an emergency, providing extra peace of mind.
- vehicle_Descprobe_comms_1_b_Disused=N/A
- vehicle_DescRSI_Aurora=<-=MISSING=->
- vehicle_DescRSI_Aurora_CL=Manufacturer: RSI\nFocus: Light Freight\n\nCustomized for mercantile and trading excursions, the Aurora Clipper is the perfect vessel for aspiring entrepreneurs and seasoned traders alike. Swapping a smaller power plant and armor capabilities for an expanded cargo capacity, the Clipper ups the ante for personal merchant craft.
- vehicle_DescRSI_Aurora_ES=Manufacturer: RSI\nFocus: Pathfinder\n\nThe Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner's ship: what it lacks in style it makes up for in ample room for upgrade modules.
- vehicle_DescRSI_Aurora_LN=Manufacturer: RSI\nFocus: Light Fighter\n\nWith a more robust shield generator and a pair of additional weapon hard points, the Legionnaire is a dedicated combat fighter, built to handle any obstacle the universe can throw at you.
- vehicle_DescRSI_Aurora_LX=Manufacturer: RSI\nFocus: Pathfinder\n\nBe proud of your roots with the brand-new Aurora Deluxe, built for the discerning pilot who never forgets where he or she came from. The LX features patent leather interior to guarantee comfort for those long stretches in the deep black.
- vehicle_DescRSI_Aurora_MR=Manufacturer: RSI\nFocus: Light Fighter\n\nPerhaps you're looking for something that offers carrying capacity but has combat capabilities too? The Aurora Marque comes with a pair of Behring-quality lasers and a high quality gun cooler system.
- vehicle_DescRSI_Bengal_Carrier=<-=MISSING=->
- vehicle_DescRSI_Comm_Relay2=<-=MISSING=->
- vehicle_DescRSI_Constellation=Manufacturer: RSI\nFocus: Medium Freight / Gunship\n\nThe Constellation Andromeda, a multi-person freighter, is the most popular ship in RSI's current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered... and just downright iconic-looking.
- vehicle_DescRSI_Constellation_Andromeda=Manufacturer: RSI\nFocus: Medium Freight / Gunship\n\nThe Constellation Andromeda, a multi-person freighter, is the most popular ship in RSI's current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered... and just downright iconic-looking.
- vehicle_DescRSI_Constellation_Andromeda_Pirate=[PH] RSI Constellation Andromeda Pirate [PH]
- vehicle_DescRSI_Constellation_Aquila_Aquila=Manufacturer: RSI\nFocus: Expedition\n\nExplore any distant horizons! The Constellation Aquila features a redesigned cockpit for maximum visibility, advanced sensors and an onboard Ursa rover for planetary exploration. Let’s see what’s out there!
- vehicle_DescRSI_Constellation_Aquila_Hangar=Manufacturer: RSI\nFocus: Expedition\n\nExplore any distant horizons! The Constellation Aquila features a redesigned cockpit for maximum visibility, advanced sensors and an onboard Ursa rover for planetary exploration. Let’s see what’s out there!
- vehicle_DescRSI_Constellation_Dogfight=<-=MISSING=->
- vehicle_DescRSI_Constellation_Phoenix=Manufacturer: RSI\nFocus: Touring\n\nA dedicated luxury spacecraft for the discerning star captain. The Constellation Phoenix can be operated as an organization command ship and features a luxurious redesigned interior. Includes a hidden sensor-dampened area for your most precious cargo. The Phoenix comes with a Lynx rover and a Kruger P-72 Archimedes Fighter.
- vehicle_DescRSI_Constellation_Phoenix_Emerald=Manufacturer: RSI \nFocus: Touring\n\nWhether you are a discerning socialite or a freewheeling party animal, the Constellation Phoenix Emerald is your personal passport to entertainment. With a swank interior cabin designed specifically for revelry, and a limited edition "lucky" paint job, the Emerald is the perfect venue to sip a glass of Radegast Gold or throw back a green Sleeping Tiger Malt while hurtling luxuriously through the stars. Just be sure to bring a designated pilot.
- vehicle_DescRSI_Constellation_Taurus=Manufacturer: RSI\nFocus: Medium Freight\n\nEnjoy the adventure of a multi-crew Constellation on a budget! The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells-and-whistles, the Taurus is a great way to get started with crewed ships.
- vehicle_DescRSI_IR1337_Missile_Platform=<-=MISSING=->
- vehicle_DescRSI_IR1337_Weapon_Mount=<-=MISSING=->
- vehicle_DescRSI_IR1337_Weapon_Mount_Quad=<-=MISSING=->
- vehicle_DescRSI_Mantis=Manufacturer: RSI\nFocus: Interdiction\n\nStop ships dead in their tracks with RSI’s premier Quantum Enforcement ship. The Mantis features a tailor-made Quantum Enforcement Device from Wei-Tek, capable of ripping ships out of QT with its Quantum Snare and preventing hasty escapes with its Quantum Dampener.
- vehicle_DescRSI_Merlin=<-=MISSING=->
- vehicle_DescRSI_Ursa_Rover=Manufacturer: RSI\nFocus: Exploration\n\nBuilt by RSI specifically for the planetside explorer, the Ursa Rover offers civilians military-grade all-terrain capabilities and stands as the rugged standard in ground-based scouting, mapping and discovery applications.
- vehicle_DescRSI_Ursa_Rover_Emerald=Manufacturer: RSI\nFocus: Exploration\n\nFortune favors the bold. The most trusted name in all-terrain exploration embodies the essence of good fortune and success with this commemorative limited-edition Ursa Rover.
- vehicle_DescTMBL_Cyclone=Manufacturer: Tumbril Land Systems\nFocus: Exploration / Recon\n\nWith a potent combination of speed, maneuverability, and rugged durability, the Cyclone is a perfect choice for local deliveries and transport between planetside homesteads and outposts.
- vehicle_DescTMBL_Cyclone_AA_AA=Manufacturer: Tumbril Land Systems \nFocus: Combat\n\nA battlefield equalizer, the Cyclone AA comes equipped with a surface-to-air missile and countermeasure package to provide cover for ground troops against airborne targets.
- vehicle_DescTMBL_Cyclone_RC_RC=Manufacturer: Tumbril Land Systems \nFocus: Racing\n\nFor those who like to push the limits of speed, the Cyclone RC features a modified intake system to allow for controlled bursts of speed as well as tools to customize handling.
- vehicle_DescTMBL_Cyclone_RN_RN=Manufacturer: Tumbril Land Systems \nFocus: Recon\n\nStay mobile and aware with the Cyclone RN. This light reconnaissance vehicle is the perfect solution for scouting runs, providing fast and detailed scans of terrain as well as beacon placement.
- vehicle_DescTMBL_Cyclone_TR_TR=Manufacturer: Tumbril Land Systems \nFocus: Combat\n\nDesigned for militia and security use, the Cyclone TR module features upgraded armor and a single Human-operated turret capable of mounting a Size 1 weapon and a responsive 360° field of fire.
- vehicle_DescTNGS_ORIG_AX114=<-=MISSING=->
- vehicle_DescVNCL_Blade=Manufacturer: Esperia\nFocus: Light Fighter\n\nThese light fighters, designation “Blade,” are often used by Vanduul as scouts and first wave assault crafts. They have also served well as skirmisher units due to their speed allowing them to chase down any ships attempting to flee the area. For some decades, United Empire of Earth aggressor squadrons have operated replica Blade fighters produced under exclusive contract by Esperia, Inc.
- vehicle_DescVNCL_Glaive=<-=MISSING=->
- vehicle_DescVNCL_Glaive_Glaive=Manufacturer: Esperia\nFocus: Medium Fighter\n\nThe Glaive is a symmetrical version of the Scythe. Generally flown by Vanduul with more combat experience, they are better armed and have two huge blades/wings as opposed to one on the standard Scythe.
- vehicle_DescVNCL_Glaive_Glaive_Swarm=Manufacturer: Esperia\nFocus: Medium Fighter \n\nThe Glaive is a symmetrical version of the Scythe. Generally flown by Vanduul with more combat experience, they are better armed and have two huge blades/wings as opposed to one on the standard Scythe.
- vehicle_DescVNCL_Kingship=[PH] Vanduul Kingship
- vehicle_DescVNCL_Scythe=Manufacturer: Esperia\nFocus: Medium Fighter\n\nFast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe's real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters.
- vehicle_DescVNCL_Scythe_Dogfight=[PH] Vanduul Scythe
- vehicle_DescVNCL_Scythe_Glaive=Manufacturer: Esperia\nFocus: Medium Fighter\n\nThe Glaive is a symmetrical version of the Scythe. Generally flown by Vanduul with more combat experience, they are better armed and have two huge blades/wings as opposed to one on the standard Scythe.
- vehicle_DescVNCL_Scythe_Scythe_Swarm=[PH] Vanduul Scythe
- vehicle_DescXIAN_Nox=Manufacturer: Aopoa\nFocus: Racing\n\nHit the skids with the 2947 Nox. This speedy and maneuverable open-canopy racer from Aopoa is capable of zipping along planet surfaces or deep space. Available for the first time in Human space, the Nox has been specifically redesigned for Human pilots and is ready to race.
- vehicle_DescXIAN_Nox_Kue_Kue=Manufacturer: Aopoa \nFocus: Racing\n\nDeriving its name from the Xi’an word for ‘thrust,’ the Nox Kue delivers that and more. This limited version of the open-canopy racer features a stunning brushed-silver finish and was specifically created to celebrate the inaugural sale of the first Nox for Human riders.
- vehicle_DescXIAN_Scout=Manufacturer: Aopoa\nFocus: Light Fighter\n\nThe Xi'an Aopoa corporation manufactures an export model of the Qhire Khartu, the Khartu-al, for sale to human civilians as a dedicated scout/explorer. The export model features the same Xi'an maneuvering rig, but control surfaces modified for Human use and a more limited armament.
- vehicle_FactionAdvocacy=Advocacy
- vehicle_FactionBounty_Hunter=Bounty Hunter
- vehicle_FactionCivilians=Civilians
- vehicle_FactionCriminal=Criminal
- vehicle_FactionMiners=Miners
- vehicle_FactionPirates=Pirates
- vehicle_FactionPrivate_Security=Private Security
- vehicle_FactionSlavers=Slavers
- vehicle_FactionUEE=UEE
- vehicle_FactionVanduul=Vanduul
- vehicle_FactionXian=Xi'an
- vehicle_focus_combat=Combat
- vehicle_focus_competition=Competition
- vehicle_focus_exploration=Exploration
- vehicle_focus_ground=Ground
- vehicle_focus_multirole=Multi-Role
- vehicle_focus_resources=Industrial
- vehicle_focus_support=Support
- vehicle_focus_transporter=Transporter
- vehicle_interactor_AutoLand_Disable=Disengage AutoLand
- vehicle_interactor_AutoLand_Enable=Engage AutoLand
- vehicle_interactor_ConvergenceRange_Long=Long-Range Convergence
- vehicle_interactor_ConvergenceRange_Medium=Mid-Range Convergence
- vehicle_interactor_ConvergenceRange_Short=Short-Range Convergence
- vehicle_interactor_CountermeasureFire=Fire Countermeasures
- vehicle_interactor_CountermeasureType_Chaff=Set Chaff
- vehicle_interactor_CountermeasureType_Flare=Set Flare
- vehicle_interactor_Coupled_Enable=Enable Coupled Flight
- vehicle_interactor_CruiseControl_Disable=Disengage Cruise Control
- vehicle_interactor_CruiseControl_Enable=Engage Cruise Control
- vehicle_interactor_CycleHud_Flight=Flight HUD
- vehicle_interactor_CycleHud_Mining=Mining HUD
- vehicle_interactor_CycleHud_Quantum=Quantum HUD
- vehicle_interactor_CycleHud_Scanning=Scanning HUD
- vehicle_interactor_DarkFilter_Disable=Dark Filter Off
- vehicle_interactor_DarkFilter_Enable=Dark Filter On
- vehicle_interactor_Decoupled_Enable=Disable Coupled Flight
- vehicle_interactor_ESP_Disable=Disable ESP
- vehicle_interactor_ESP_Enable=Enable ESP
- vehicle_interactor_ExteriorLights_Disable=Exterior Lights Off
- vehicle_interactor_ExteriorLights_Enable=Exterior Lights On
- vehicle_interactor_FirePattern_Staggered=Use Staggered Fire
- vehicle_interactor_FirePattern_Synchronized=Use Synchronized Fire
- vehicle_interactor_GimbalType_AimAssist=Engage Aim Assist
- vehicle_interactor_GimbalType_Fixed=Engage Gimbal Lock
- vehicle_interactor_GimbalType_Gimbal=Engage Free Gimbals
- vehicle_interactor_GSafe_Disable=Disable G-Safe Limiters
- vehicle_interactor_GSafe_Enable=Enable G-Safe Limiters
- vehicle_interactor_Headlights_Disable=Headlights Off
- vehicle_interactor_Headlights_Enable=Headlights On
- vehicle_interactor_InteriorLights_Disable=Interior Lights Off
- vehicle_interactor_InteriorLights_Enable=Interior Lights On
- vehicle_interactor_LandingGear_Deploy=Deploy Landing Gear
- vehicle_interactor_LandingGear_Retract=Retract Landing Gear
- vehicle_interactor_MarkFriendly=Mark Target Friendly
- vehicle_interactor_MarkHostile=Mark Target Hostile
- vehicle_interactor_Missiles_ArmMissile=Arm Missile
- vehicle_interactor_Missiles_CycleMissiles=Cycle Missiles
- vehicle_interactor_Missiles_DisarmMissiles=Disarm Missiles
- vehicle_interactor_Missiles_FireMissiles=Fire Missiles
- vehicle_interactor_NavFilter_None=Display Off
- vehicle_interactor_NavFilter_POI=Navigation Display On
- vehicle_interactor_NavFilter_Quantum=Quantum Display On
- vehicle_interactor_PinTarget=Pin Target
- vehicle_interactor_PipType_Lag=Use Lag Pips
- vehicle_interactor_PipType_Lead=Use Lead Pips
- vehicle_interactor_PowerSafety_Disable=Overclock Safeties Off
- vehicle_interactor_PowerSafety_Enable=Overclock Safeties On
- vehicle_interactor_ProximityAssist_Disable=
- vehicle_interactor_ProximityAssist_Enable=Enable Proximity Flight Assist
- vehicle_interactor_QuantumSpool_Disable=Disable Quantum Spooling
- vehicle_interactor_QuantumSpool_Enable=Enable Quantum Spooling
- vehicle_interactor_QuantumTravel_Disable=Disengage Quantum Travel
- vehicle_interactor_QuantumTravel_Enable=Engage Quantum Travel
- vehicle_interactor_ScanRange_Long=Long-Range Scan
- vehicle_interactor_ScanRange_Medium=Mid-Range Scan
- vehicle_interactor_ScanRange_Short=Short-Range Scan
- vehicle_interactor_Screens_Disable=Screens Off
- vehicle_interactor_Screens_Enable=Screens On
- vehicle_interactor_Sensors_Disable=Sensors Off
- vehicle_interactor_Sensors_Enable=Sensors On
- vehicle_interactor_SubTarget_Engines=Target Engines
- vehicle_interactor_SubTarget_None=Disable Component Targeting
- vehicle_interactor_SubTarget_Turrets=Target Turrets
- vehicle_interactor_Transponder_Disable=Transponder Off
- vehicle_interactor_Transponder_Enable=Transponder On
- vehicle_interactor_UnPinTarget=Unpin Target
- vehicle_interactor_VTOL_Disable=Disable VTOL
- vehicle_interactor_VTOL_Enable=Enable VTOL
- vehicle_interactor_Weapons_Disable=Weapons Off
- vehicle_interactor_Weapons_Enable=Weapons On
- vehicle_NameAEGS_Avenger=Aegis Avenger Stalker
- vehicle_NameAEGS_Avenger_Dead=Advocacy Avenger
- vehicle_NameAEGS_Avenger_Renegade=Aegis Avenger Titan Renegade
- vehicle_NameAEGS_Avenger_Stalker=Aegis Avenger Stalker
- vehicle_NameAEGS_Avenger_Stalker_Renegade=Aegis Avenger Titan Renegade
- vehicle_NameAEGS_Avenger_Stalker_Titan=Aegis Avenger Titan
- vehicle_NameAEGS_Avenger_Stalker_Warlock=Aegis Avenger Warlock
- vehicle_NameAEGS_Avenger_Titan=Aegis Avenger Titan
- vehicle_NameAEGS_Avenger_Titan_Renegade_Renegade=Aegis Avenger Titan Renegade
- vehicle_NameAEGS_Avenger_Titan_Titan=Aegis Avenger Titan
- vehicle_NameAEGS_Avenger_Warlock=Aegis Avenger Warlock
- vehicle_NameAEGS_Avenger_Warlock_Warlock=Aegis Avenger Warlock
- vehicle_NameAEGS_Eclipse=Aegis Eclipse
- vehicle_NameAEGS_Gladius=Aegis Gladius
- vehicle_NameAEGS_Gladius_PIR=Aegis Gladius Pirate
- vehicle_NameAEGS_Gladius_PIR_PIR=Aegis Gladius Pirate
- vehicle_NameAEGS_Gladius_Valiant=Aegis Gladius Valiant
- vehicle_NameAEGS_Gladius_Valiant_Valiant=Aegis Gladius Valiant
- vehicle_NameAEGS_Hammerhead=Aegis Hammerhead
- vehicle_NameAEGS_Hammerhead_Showdown=Aegis Hammerhead 2949 Best In Show Edition
- vehicle_NameAEGS_Idris=Aegis Idris
- vehicle_NameAEGS_Idris_Test=Aegis Idris
- vehicle_NameAEGS_Javelin=Aegis Javelin
- vehicle_NameAEGS_Reclaimer=Aegis Reclaimer
- vehicle_NameAEGS_Reclaimer_Showdown=Aegis Reclaimer 2949 Best In Show Edition
- vehicle_NameAEGS_Redeemer=Aegis Redeemer
- vehicle_NameAEGS_Retaliator=Aegis Retaliator
- vehicle_NameAEGS_RetaliatorBomber=Aegis Retaliator Bomber
- vehicle_NameAEGS_Sabre=Aegis Sabre
- vehicle_NameAEGS_Sabre_Comet=Aegis Sabre Comet
- vehicle_NameAEGS_Sabre_Comet_Comet=Aegis Sabre Comet
- vehicle_NameAEGS_Sabre_Raven=Aegis Sabre Raven
- vehicle_NameAEGS_Sabre_Raven_Raven=Aegis Sabre Raven
- vehicle_NameAEGS_Vanguard=Aegis Vanguard Warden
- vehicle_NameAEGS_Vanguard_Harbinger=Aegis Vanguard Harbinger
- vehicle_NameAEGS_Vanguard_Harbinger_Harbinger=Aegis Vanguard Harbinger
- vehicle_NameAEGS_Vanguard_Hoplite=Aegis Vanguard Hoplite
- vehicle_NameAEGS_Vanguard_Hoplite_Hoplite=Aegis Vanguard Hoplite
- vehicle_NameAEGS_Vanguard_Sentinel=Aegis Vanguard Sentinel
- vehicle_NameAEGS_Vanguard_Sentinel_Sentinel=Aegis Vanguard Sentinel
- vehicle_NameAEGS_Vanguard_Warden=Aegis Vanguard Warden
- vehicle_NameANVL_Arrow=Anvil Arrow
- vehicle_NameANVL_Ballista=Anvil Ballista
- vehicle_NameANVL_Ballista_Dunestalker=Anvil Ballista Dunestalker
- vehicle_NameANVL_Ballista_Snowblind=Anvil Ballista Snowblind
- vehicle_NameANVL_C8_Pisces=Anvil C8 Pisces
- vehicle_NameANVL_C8X_Pisces_Expedition=Anvil C8X Pisces Expedition
- vehicle_NameANVL_C8X_Pisces_Expedition_C8X_Expedition=Anvil C8X Pisces Expedition
- vehicle_nameANVL_Carrack=Anvil Carrack
- vehicle_NameANVL_Crucible=Anvil Crucible
- vehicle_NameANVL_Gladiator=Anvil Gladiator
- vehicle_NameANVL_Hawk=Anvil Hawk
- vehicle_NameANVL_Hornet=Anvil Hornet F7C
- vehicle_NameANVL_Hornet_DFM=Anvil Hornet
- vehicle_NameANVL_Hornet_F7A_F7A=Anvil Hornet F7A
- vehicle_NameANVL_Hornet_F7C=Anvil Hornet F7C
- vehicle_NameANVL_Hornet_F7C_Wildfire=Anvil Hornet F7C Wildfire
- vehicle_NameANVL_Hornet_F7C_Wildfire_Wildfire=Anvil Hornet F7C Wildfire
- vehicle_NameANVL_Hornet_F7CM=Anvil Hornet F7CM Super
- vehicle_NameANVL_Hornet_F7CM_F7CM=Anvil Hornet F7CM Super
- vehicle_NameANVL_Hornet_F7CM_Heartseeker=Anvil Hornet F7CM Heartseeker
- vehicle_NameANVL_Hornet_F7CM_Heartseeker_F7CM_Heartseeker=Anvil Hornet F7CM Heartseeker
- vehicle_NameANVL_Hornet_F7CR=Anvil Hornet F7CR Tracker
- vehicle_NameANVL_Hornet_F7CR_F7CR=Anvil Hornet F7CR Tracker
- vehicle_NameANVL_Hornet_F7CS=Anvil Hornet F7CS Ghost
- vehicle_NameANVL_Hornet_F7CS_F7CS=Anvil Hornet F7CS Ghost
- vehicle_NameANVL_Hornet_Wildfire=Anvil Hornet F7C Wildfire
- vehicle_NameANVL_Hurricane=Anvil Hurricane
- vehicle_NameANVL_Lightning_F8=Anvil Lightning F8
- vehicle_NameANVL_Pisces=Anvil C8 Pisces
- vehicle_NameANVL_Terrapin=Anvil Terrapin
- vehicle_NameANVL_Valkyrie=Anvil Valkyrie
- vehicle_NameANVL_Valkyrie_CitizenCon=Anvil Valkyrie Liberator
- vehicle_NameANVL_Valkyrie_CitizenCon_CitizenCon=Anvil Valkyrie Liberator
- vehicle_NameANVL_Valkyrie_MicroTech=Anvil Valkyrie
- vehicle_NameANVL_Valkyrie_S42=Anvil Valkyrie
- vehicle_NameANVL_Valkyrie_S42_S42=Anvil Valkyrie
- vehicle_NameARGO_Mole=Argo Mole
- vehicle_NameARGO_Mole_Carbon=Argo Mole Carbon
- vehicle_NameARGO_Mole_Talus=Argo Mole Talus
- vehicle_NameARGO_MPUV=Argo MPUV Cargo
- vehicle_NameARGO_MPUV_Transport=Argo MPUV Transport
- vehicle_NameARGO_MPUV_Transport_Transport=Argo MPUV Transport
- vehicle_NameBanu_Defender=Banu Defender
- vehicle_NameCNOU_Mustang=C.O. Mustang Alpha
- vehicle_NameCNOU_Mustang_Alpha=C.O. Mustang Alpha
- vehicle_NameCNOU_Mustang_Alpha_CitizenCon2018=C.O. Mustang CitizenCon 2948 Edition
- vehicle_NameCNOU_Mustang_Beta=C.O. Mustang Beta
- vehicle_NameCNOU_Mustang_Beta_Beta=C.O. Mustang Beta
- vehicle_NameCNOU_Mustang_CitizenCon18=C.O. Mustang CitizenCon 2948 Edition
- vehicle_NameCNOU_Mustang_Delta=C.O. Mustang Delta
- vehicle_NameCNOU_Mustang_Delta_Delta=C.O. Mustang Delta
- vehicle_NameCNOU_Mustang_Gamma=C.O. Mustang Gamma
- vehicle_NameCNOU_Mustang_Gamma_Gamma=C.O. Mustang Gamma
- vehicle_NameCNOU_Mustang_Omega=C.O. Mustang Omega
- vehicle_NameCNOU_Mustang_Omega_Omega=C.O. Mustang Omega
- vehicle_NameDRAK_Buccaneer=Drake Buccaneer
- vehicle_NameDRAK_Caterpillar=Drake Caterpillar
- vehicle_NameDRAK_Caterpillar_Pirate=Drake Caterpillar Pirate
- vehicle_NameDRAK_Caterpillar_Pirate_Pirate=Drake Caterpillar Pirate
- vehicle_NameDRAK_Caterpillar_ShipShowdown=Drake Caterpillar 2949 Best In Show Edition
- vehicle_NameDRAK_Cutlass=Drake Cutlass (OLD)
- vehicle_NameDRAK_Cutlass_Black=Drake Cutlass Black
- vehicle_NameDRAK_Cutlass_Black_PU_Pirate_Crewless_DRAK_Cutlass_Pirate=Drake Cutlass Black
- vehicle_NameDRAK_Cutlass_Black_ShipShowdown=Drake Cutlass 2949 Best In Show Edition
- vehicle_NameDRAK_Cutlass_DRAK_Cutlass_Blue=Drake Cutlass Blue
- vehicle_NameDRAK_Cutlass_DRAK_Cutlass_Red=Drake Cutlass Red
- vehicle_NameDRAK_Cutlass_Red=Drake Cutlass Red
- vehicle_NameDRAK_Cutlass_SQ42=Pirate Raider
- vehicle_NameDRAK_Dragonfly=Drake Dragonfly
- vehicle_NameDRAK_Dragonfly_Black=Drake Dragonfly Black
- vehicle_NameDRAK_Dragonfly_Citcon_Invincible=Drake Dragonfly
- vehicle_NameDRAK_Dragonfly_Gamescom_Pirate=Drake Dragonfly
- vehicle_NameDRAK_Dragonfly_Gamescom_Player=
- vehicle_NameDRAK_Dragonfly_Pink_StarKitten=Drake Dragonfly Star Kitten
- vehicle_NameDRAK_Dragonfly_PU_ELIM=Drake Dragonfly
- vehicle_NameDRAK_Dragonfly_StarKitten=Drake Dragonfly Star Kitten
- vehicle_NameDRAK_Dragonfly_Yellow_YellowJacket=Drake Dragonfly Yellowjacket
- vehicle_NameDRAK_Dragonfly_YellowJacket=Drake Dragonfly Yellowjacket
- vehicle_NameDRAK_Herald=Drake Herald
- vehicle_NameDRAK_Herald_Blue=Drake Herald Blue
- vehicle_NameDRAK_Herald_Red=Drake Herald Red
- vehicle_NameESPR_Prowler=Esperia Prowler
- vehicle_NameGRIN_Cydnus_test=GRIN Mining Bot
- vehicle_NameGRIN_PTV=Greycat Buggy
- vehicle_NameKRIG_P52_Merlin=Kruger P-52 Merlin
- vehicle_NameKRIG_P52_Merlin_P72=Kruger P-72 Archimedes
- vehicle_NameKRIG_P72_Archimedes=Kruger P-72 Archimedes
- vehicle_NameKRIG_P72_Archimedes_P72=Kruger P-72 Archimedes
- vehicle_NameMISC_Freelancer=MISC Freelancer
- vehicle_NameMISC_Freelancer_Base=MISC Freelancer
- vehicle_NameMISC_Freelancer_Base_Gamescom=MISC Freelancer
- vehicle_NameMISC_Freelancer_DUR=MISC Freelancer DUR
- vehicle_NameMISC_Freelancer_DUR_DUR=MISC Freelancer DUR
- vehicle_NameMISC_Freelancer_MAX=MISC Freelancer MAX
- vehicle_NameMISC_Freelancer_MAX_MAX=MISC Freelancer MAX
- vehicle_NameMISC_Freelancer_MIS=MISC Freelancer MIS
- vehicle_NameMISC_Freelancer_MIS_MIS=MISC Freelancer MIS
- vehicle_NameMISC_Prospector=MISC Prospector
- vehicle_NameMISC_Razor=MISC Razor
- vehicle_NameMISC_Razor_EX=MISC Razor EX
- vehicle_NameMISC_Razor_EX_EX=MISC Razor EX
- vehicle_NameMISC_Razor_LX=MISC Razor LX
- vehicle_NameMISC_Razor_LX_LX=MISC Razor LX
- vehicle_NameMISC_Reliant=MISC Reliant Kore
- vehicle_NameMISC_Reliant_Mako=MISC Reliant Mako
- vehicle_NameMISC_Reliant_Mako_Mako=MISC Reliant Mako
- vehicle_NameMISC_Reliant_Sen=MISC Reliant Sen
- vehicle_NameMISC_Reliant_Sen_Sen=MISC Reliant Sen
- vehicle_NameMISC_Reliant_Tana=MISC Reliant Tana
- vehicle_NameMISC_Reliant_Tana_Tana=MISC Reliant Tana
- vehicle_NameMISC_Starfarer=MISC Starfarer
- vehicle_NameMISC_Starfarer_Dead=MISC Starfarer
- vehicle_NameMISC_Starfarer_Gemini=MISC Starfarer Gemini
- vehicle_NameMISC_Starfarer_Gemini_Gemini=MISC Starfarer Gemini
- vehicle_NameMISC_Starfarer_NoDebris_A=MISC Starfarer
- vehicle_NameMISC_Starfarer_NoDebris_B=MISC Starfarer
- vehicle_NameMISC_Starfarer_PU_AI_CIV=MISC Starfarer
- vehicle_NameORIG_300i=Origin 300i
- vehicle_NameORIG_300i_300i=Origin 300i
- vehicle_NameORIG_300i_315p=Origin 315p
- vehicle_NameORIG_300i_325a=Origin 325a
- vehicle_NameORIG_300i_350r=Origin 350r
- vehicle_NameORIG_315p=Origin 315p
- vehicle_NameORIG_315p_315p=Origin 315p
- vehicle_NameORIG_325a=Origin 325a
- vehicle_NameORIG_325a_325a=Origin 325a
- vehicle_NameORIG_350r=Origin 350r
- vehicle_NameORIG_350r_350r=Origin 350r
- vehicle_NameORIG_600i=Origin 600i
- vehicle_NameORIG_600i_Touring=Origin 600i Touring
- vehicle_NameORIG_600i_Touring_Touring=Origin 600i Touring
- vehicle_NameORIG_85X=Origin 85X Limited
- vehicle_NameORIG_890Jump=Origin 890 Jump
- vehicle_NameORIG_890Jump_Hijacked=Origin 890 Jump
- vehicle_NameORIG_m50=Origin M50 Interceptor
- vehicle_Nameprobe_comms_1_a=CHCO Auris PDC Monitor
- vehicle_Nameprobe_comms_1_b_Disused=Race Checkpoint
- vehicle_NameRSI_Aurora_CL=RSI Aurora CL
- vehicle_NameRSI_Aurora_CL_CL=RSI Aurora CL
- vehicle_NameRSI_Aurora_ES=RSI Aurora ES
- vehicle_NameRSI_Aurora_ES_ES=RSI Aurora ES
- vehicle_NameRSI_Aurora_LN=RSI Aurora LN
- vehicle_NameRSI_Aurora_LN_LN=RSI Aurora LN
- vehicle_NameRSI_Aurora_LX=RSI Aurora LX
- vehicle_NameRSI_Aurora_LX_LX=RSI Aurora LX
- vehicle_NameRSI_Aurora_MR=RSI Aurora MR
- vehicle_NameRSI_Aurora_MR_MR=RSI Aurora MR
- vehicle_NameRSI_Bengal_Carrier=RSI Bengal Carrier
- vehicle_NameRSI_Comm_Relay2=Comm Relay
- vehicle_NameRSI_Constellation=RSI Constellation Andromeda
- vehicle_NameRSI_Constellation_Andromeda=RSI Constellation Andromeda
- vehicle_NameRSI_Constellation_Andromeda_Pirate=[PH] RSI Constellation Andromeda Pirate [PH]
- vehicle_NameRSI_Constellation_Aquila=RSI Constellation Aquila
- vehicle_NameRSI_Constellation_Aquila_Aquila=RSI Constellation Aquila
- vehicle_NameRSI_Constellation_Aquila_Hangar=RSI Constellation Aquila
- vehicle_NameRSI_Constellation_Dogfight=RSI Constellation
- vehicle_NameRSI_Constellation_Hangar=RSI Constellation Andromeda
- vehicle_NameRSI_Constellation_Phoenix=RSI Constellation Phoenix
- vehicle_NameRSI_Constellation_Phoenix_Emerald=RSI Constellation Phoenix Emerald
- vehicle_NameRSI_Constellation_Phoenix_Emerald_Phoenix_Emerald=RSI Constellation Phoenix Emerald
- vehicle_NameRSI_Constellation_Phoenix_Phoenix=RSI Constellation Phoenix
- vehicle_NameRSI_Constellation_Taurus_Taurus=RSI Constellation Taurus
- vehicle_NameRSI_IR1337_Missile_Platform=RSI IR1337 Weapon Mount
- vehicle_NameRSI_IR1337_Weapon_Mount=RSI IR1337 Weapon Mount
- vehicle_NameRSI_IR1337_Weapon_Mount_Quad=RSI IR1337 Weapon Mount Quad
- vehicle_NameRSI_Mantis=RSI Mantis
- vehicle_NameRSI_Merlin=RSI Merlin
- vehicle_NameRSI_Ursa_Rover=RSI Ursa Rover
- vehicle_NameRSI_Ursa_Rover_Emerald=RSI Ursa Rover Fortuna
- vehicle_NameTMBL_Cyclone=Tumbril Cyclone
- vehicle_NameTMBL_Cyclone_AA=Tumbril Cyclone-AA
- vehicle_NameTMBL_Cyclone_AA_AA=Tumbril Cyclone-AA
- vehicle_NameTMBL_Cyclone_RC=Tumbril Cyclone-RC
- vehicle_NameTMBL_Cyclone_RC_RC=Tumbril Cyclone-RC
- vehicle_NameTMBL_Cyclone_RN=Tumbril Cyclone-RN
- vehicle_NameTMBL_Cyclone_RN_RN=Tumbril Cyclone-RN
- vehicle_NameTMBL_Cyclone_TR=Tumbril Cyclone-TR
- vehicle_NameTMBL_Cyclone_TR_TR=Tumbril Cyclone-TR
- vehicle_NameTNGS_ORIG_AX114=<-=MISSING=->
- vehicle_NameVNCL_Blade=Esperia Blade
- vehicle_NameVNCL_Glaive=Esperia Glaive
- vehicle_NameVNCL_Glaive_Glaive=Esperia Glaive
- vehicle_NameVNCL_Glaive_Glaive_Swarm=Vanduul Glaive
- vehicle_NameVNCL_Kingship=Vanduul Kingship
- vehicle_NameVNCL_Scythe=Vanduul Scythe
- vehicle_NameVNCL_Scythe_Dogfight=Vanduul Scythe
- vehicle_NameVNCL_Scythe_Glaive=Esperia Glaive
- vehicle_NameVNCL_Scythe_Glaive_Swarm=Vanduul Glaive
- vehicle_NameVNCL_Scythe_Scythe_Alpha=Vanduul Scythe
- vehicle_NameVNCL_Scythe_Scythe_Scavenger=Vanduul Scythe
- vehicle_NameVNCL_Scythe_Scythe_SHunter=Vanduul Scythe
- vehicle_NameVNCL_Scythe_Scythe_Swarm=Vanduul Scythe
- vehicle_NameVNCL_Scythe_SWARM_AI_SCAVENGER=Vanduul Scythe Scavenger
- vehicle_NameXIAN_Nox=Aopoa Nox
- vehicle_NameXIAN_Nox_Kue=Aopoa Nox Kue
- vehicle_NameXIAN_Nox_Kue_Kue=Aopoa Nox Kue
- vehicle_NameXIAN_Scout=Aopoa Khartu-al
- vehicle_NameXIAN_Scout_Hangar=Aopoa Khartu-al
- vehicle_TypeStarFighter=Star Fighter
- vehicle_TypeTransport=Transport
- vehicle_UniqueNameFormatNumber=%s - %u
- vehicle_UniqueNameFormatString=%s - %S
- vehicles_DescOrbital_Sentry=The Overseer, from manufacturer Broad & Raibee, allows for defensive activity monitoring in a given area. When a threat is detected, the Overseer is capable of targeting and engaging trespassing hostiles with brutal efficiency making it perfect for providing extra security to any station, facility, or controlled sector.
- vehicles_DescOrbital_Sentry_Prototype_1=The details of this prototype defensive monitor are the intellectual property of Hurston Dynamics and are confidential. Hurston Dynamics is not responsible for any damages caused to individuals who trespass onto DM-7R1 testing sites.
- vehicles_NameOrbital_Sentry=Broad & Rabiee Overseer Orbital Sentry
- vehicles_NameOrbital_Sentry_Prototype_1=Hurston Dynamics DM-7R1 Orbital Sentry
- VendingMachien_Puzzle_Restock_ShortDescription=Restock the Vending Machine.
- VendingMachin_Puzzle_RestockMachine_LongDescription=The Vending Machine has run out of stock and is now spitting out errors. Restock it.
- VendingMachine_JammedRack_MarkerTitle=Jammed Rack
- VendingMachine_Mission_LongDiscrioption=Someting's broken the Vending Machine at 'x' location. Go open it up and see what's wrong with it.
- VendingMachine_Mission_ShortDescription=Open up and fix the Vending machine at 'x'.
- VendingMachine_Mission_Title=Fix the Vending Machine.
- VendingMachine_OnboardComputer_MarkerName=Onboard Computer
- VendingMachine_OnboardComputer_RebootOS=Reboot OS
- VendingMachine_Puzzle_Jam_LongDescription=Something appears to be jamming one of the Food Racks inside the machine. Locate the blockage and fix it.
- VendingMachine_Puzzle_Jam_ShortDescription=Find the jammed item on the Food Racks.
- VendingMachine_Puzzle_RebootOS_LongDescription=If nothing else; turn it off and on again.
- VendingMachine_Puzzle_Restock_LongDescription=The Vending Machine has run out of 'x' item. Go to the storage cupboard and find a box of Vending Stock.
- VendingMachine_Puzzle_Restock_ShortDescription=Restock the Vending Machine.
- VendingMachine_Puzzle_Title_FindUnit=Find the Power Unit.
- VendingMachine_Puzzle_Title_FixOS=Reboot the Vending Machine's onboard computer.
- VendingMachine_Puzzle_Title_JammedRack=Find the jam in the item dispensers.
- VendingMachine_Puzzle_Unit_LongDescription=Someone appears to have stolen the Power Unit from the machine. Go find another one inside of the maintenance cupboard.
- VendingMachine_Puzzle_Unit_SortDescription=Find a new Power Unit.
- VendingMachine_Puzzsle_RebootOS_ShortDescription=Reboot the onboard computer.
- VendingMachine_Rack_FixJam=Fix Jam
- VendingMachine_Rack_Open=Open
- VendingMachine_Rack_Retract=Retract
- VendingMachine_RestockBox_Title=Box of Stock
- VendingMachine_Unit_MarkerName=VM Unit
- Virgil=Virgil System
- Virgil_AsteroidBelt1=Gideon's Belt
- Virgil_AsteroidBelt1_Desc=Mining operations harvesting the belt's resources were abandoned when the system fell.
- Virgil_Desc=Once a shining star of Humanity's expansion, the system's main economic and social hub was Virgil I, which was quickly terraformed and colonized with help from the government-funded Project Far Star. After Tiber fell, the UEE military hastily retreated into Virgil and tried to mount a defense to stop the Vanduul advance, but the unrelenting raiders quickly overwhelmed them. Millions of civilians died as the UEE fled the system; leaving it in the hands of the Vanduul ever since.
- Virgil_JumpPoint_Kellog=Virgil - Kellog Jump Point
- Virgil_JumpPoint_Kellog_Desc=This jump point connects Virgil to the UEE controlled Kellog system which protected by the Fair Chance Act.
- Virgil_JumpPoint_Nyx=Virgil - Nyx Jump Point
- Virgil_JumpPoint_Nyx_Desc=This jump point connects Virgil to the Nyx system.
- Virgil_JumpPoint_Oberon=Virgil - Oberon Jump Point
- Virgil_JumpPoint_Oberon_Desc=This jump point connects Virgil to the Oberon system.
- Virgil_JumpPoint_Tiber=Virgil - Tiber Jump Point
- Virgil_JumpPoint_Tiber_Desc=This jump point connects Virgil to the Tiber system.
- Virgil_JumpPoint_Vega=Virgil - Vega Jump Point
- Virgil_JumpPoint_Vega_Desc=This jump point connects Virgil to the UEE controlled Vega system.
- Virgil_Star=Virgil
- Virgil_Star_Desc=A class-K main sequence star.
- Virgil1=Virgil I
- Virgil1_Desc=A terraformed world with beautiful swaths of tropical forests and soil that could quickly grow food. It was a major agricultural producer and vacation hotspot before the Vanduul attacked. These days, extensive bombing raids have left the atmosphere filled with massive clouds of swirling ash.
- Virgil1a=Jai
- Virgil1a_Desc=A carbon and silicate rock tidally locked to Virgil I.
- Virgil1b=Corsito
- Virgil1b_Desc=The surface of this small moon features scars of Vanduul strip-mining.
- Virgil1c=Epheet
- Virgil1c_Desc=Epheet is littered with debris-impact craters from battles between the UEE and the Vanduul.
- Virgil2=Virgil II
- Virgil2_Desc=A planet blanketed by thick smog that renders it uninhabitable and completely obscures views of the surface.
- Virgil3=Virgil III
- Virgil3_Desc=A typical ice giant found in a distant orbit from the other planets.
- Virgil3a=Erna
- Virgil3a_Desc=Deep ice craters and chasmata score Erna's surface.
- Virgil3b=Jarl
- Virgil3b_Desc=A ball of of methane ice and rock.
- WALL_Flair_Items=--------------- Wall Flair Items - For Dev Use Only ---------------
- WantedLevel5_Description_001=**WIP** We would like you to cause a little distraction with the pigs while we work on a little job, we will pay you well if all goes according to plan just don't mess this up and everything will go smoothly
- WantedLevel5_Objective_Long_001=**WIP** Kill Security Forces that are operating around the system
- WantedLevel5_Objective_Short_001=**WIP** Kill Security Forces
- WantedLevel5_SubObjective_Long_003=**WIP** Kill the requested amount of security
- WantedLevel5_SubObjective_Short_003=**WIP** Kill Security Forces
- WantedLevel5_Text_001=**WIP** Kill %ls security members
- WantedLevel5_Time_Text_001=**WIP** Time until distraction must be completed %ls
- WantedLevel5_Title_001=**WIP** Causing A Distraction
- WIP_LocatePackage=Locate the package.
- WIP_Location_HUD=Dunlow - 305.1 km\nOMPoint 2 - 380 km\nOMPoint 3 - 319.1 km
- WIP_Location1=Location 1 - 22.6 km
- WIP_Location2=Location 2 - 15.7 km
- WIP_Location3=Location 3 - 20.2 km
- WIP_LocationQT=QT to location estimate.
- WIP_ShipGraveyard_1=Ariel Graveyard 1
- WIP_ShipGraveyard_2=Ariel Graveyard 2
- WIP_ShipGraveyard_3=Magda Graveyard
- WIP_ShipGraveyard_4=Ita Graveyard
Add Comment
Please, Sign In to add comment